Connecting Gen-Z with Local Non-Profits through Interactive Game Design

Combining Digital and Analog Elements for Enhanced Community Engagement and Social Impact Initiatives

Role

UX Researcher & Designer

Industry

Consumer Technology

Duration

6 months

a cellphone leaning against a wall
a cellphone leaning against a wall
a cellphone leaning against a wall

Overview

Eutopia is a game designed to engage Gen Z in social change by connecting them with community organizations. The project combines digital and physical gameplay, encouraging players to address societal issues through resource management and collaboration.

Research and Findings

  • Gen Z Engagement: Research revealed that Gen Z values authentic engagement and practical action over superficial initiatives. The project’s design reflects this by providing tangible pathways for players to contribute to real-world causes.

  • Community Impact: Insights indicated a strong desire among players to see the direct impact of their actions, leading to features that track and display community contributions and progress.

Stakeholder Involvement & Service Design

  • Nonprofit Collaboration: Involved actual nonprofits as stakeholders to ensure the game's relevance and effectiveness in promoting social causes. The collaboration included interviews and feedback sessions to align the game’s objectives with the nonprofits' missions.

  • Gen Z Players: Engaged Gen Z participants in the testing phase, focusing on both Business-to-Business (B2B) and Business-to-Consumer (B2C) aspects. This service design approach helped tailor the game to meet the needs of both players and organizations, ensuring a comprehensive understanding of the project's impact.

Key Features

  • Interactive Gameplay: Players collaborate to allocate resources and support community organizations, building a utopian society.

  • Visual and Narrative Design: The game uses AR to visualize the impact of players' actions, creating a compelling and immersive experience.

  • Design Choices: The design incorporates vibrant colors and dynamic visuals to appeal to Gen Z's aesthetic preferences, enhancing engagement and user experience.

Overview

Eutopia is a game designed to engage Gen Z in social change by connecting them with community organizations. The project combines digital and physical gameplay, encouraging players to address societal issues through resource management and collaboration.

Research and Findings

  • Gen Z Engagement: Research revealed that Gen Z values authentic engagement and practical action over superficial initiatives. The project’s design reflects this by providing tangible pathways for players to contribute to real-world causes.

  • Community Impact: Insights indicated a strong desire among players to see the direct impact of their actions, leading to features that track and display community contributions and progress.

Stakeholder Involvement & Service Design

  • Nonprofit Collaboration: Involved actual nonprofits as stakeholders to ensure the game's relevance and effectiveness in promoting social causes. The collaboration included interviews and feedback sessions to align the game’s objectives with the nonprofits' missions.

  • Gen Z Players: Engaged Gen Z participants in the testing phase, focusing on both Business-to-Business (B2B) and Business-to-Consumer (B2C) aspects. This service design approach helped tailor the game to meet the needs of both players and organizations, ensuring a comprehensive understanding of the project's impact.

Key Features

  • Interactive Gameplay: Players collaborate to allocate resources and support community organizations, building a utopian society.

  • Visual and Narrative Design: The game uses AR to visualize the impact of players' actions, creating a compelling and immersive experience.

  • Design Choices: The design incorporates vibrant colors and dynamic visuals to appeal to Gen Z's aesthetic preferences, enhancing engagement and user experience.

a cellphone leaning against a wall
a cellphone leaning against a wall
a cellphone leaning against a wall
a cell phone on a rock
a cell phone on a rock
a cell phone on a rock

Testing and Feedback

  • Conducted extensive user testing to gather feedback from players, focusing on usability, engagement, and the clarity of the game's objectives. This testing phase helped refine the game mechanics, visual elements, and narrative to better meet the needs and expectations of the target demographic.

Final presentation and handoff

  • The final presentation highlighted the comprehensive research and design process, showcasing the game's potential for driving social change. Key stakeholders, including social change organizations, were engaged during the handoff phase to ensure alignment with the project's goals and facilitate future development and implementation​.

Recognition & Awards

Indigo Awards 2024 - Branding
Recognized for innovative branding that blends artistic design with social ideals. Indigo Award - Eutopia

Rookies 2024 - Game of the Year
Honored for creating a cross-platform game that engages Gen-Z in social issues. Rookies Award - Eutopia

a cell phone on a ledge
a cell phone on a ledge
a cell phone on a ledge
a cell phone on a table
a cell phone on a table
a cell phone on a table
a cell phone on a bench
a cell phone on a bench
a cell phone on a bench

Reflections

The project highlighted the importance of integrating social responsibility into interactive media and demonstrated the potential of games as a tool for community engagement.

Reflections

The project highlighted the importance of integrating social responsibility into interactive media and demonstrated the potential of games as a tool for community engagement.

Other projects

©2024 Tadiwa Barwa. All Rights Reserved.

©2024 Tadiwa Barwa. All Rights Reserved.

©2024 Tadiwa Barwa. All Rights Reserved.