Wheely Green

Mobility is at the core of modern civilisation, and the way people and goods move around impacts many aspects of life, with around one-quarter of global CO2 emissions coming from the transportation of people and goods (Scottish Government 2022). With policy pressure toward ‘Net Zero’ rising in many countries, the evolution toward green and next-gen mobility is gaining further momentum.


How might we truly re-imagine the future of sustainable mobility to make it, not only more efficient, but more equitable, innovative, and human centred?

Time:

12 weeks

Role:

Service designing,

market research,

storyboarding,

game development,

branding, prototyping

Purpose Primer

The purpose primer allowed us to scope out the challenge in-depth by covering the key areas where we could conduct further research.

Education Route

We dissected the concept of 'future of sustainable mobility' to its roots. By dividing the statement, we saw a clear path that pointed towards the education route.

Surveys and Interviews

Surveys were sent to residents of various age ranges to find out their awareness of the Government's sustainability efforts. The consensus was that most respondents weren't aware of the Scottis Government's 'Target 2030' goal and thought that the Government doesn't encourage sustainable transportation methods.

User Needs Statements

After realising our key stakeholders, we created three user needs statements that will allow us to design the service, and accommodate the main parties involved.

Prototype 1

For the first prototype, we wanted to test our concept quickly and without much ideation. We took inspiration from the most famous board game-Monopoly.

Prototype Purpose

  • Ideation from experience

  • Quick and dirty

  • It’s a prototype, not the Mona Lisa

Insights gained

  • A board game has the potential to be enjoyable and informative at the same time

Next steps

  • Research on different types of board games

  • Children’s curriculum

  • How can this be a service?

Prototype Purpose

Insights gained

Next steps

  • Ideation from experience

  • Quick and dirty

  • It’s a prototype, not the Mona Lisa

  • A board game has the potential to be enjoyable and informative at the same time

  • Research on different types of board games

  • Children’s curriculum

  • How can this be a service?

Holistic service

The board game was only part of the concept. We wanted to create a holistic solution that can fulfil the role of a service in the education sector.

Board Game Research

We researched and tested several types of Monopoly that are currently in the market to draw inspiration for the physical contruction, mechanics of the game, and how educational topics can be integrated into it.

Game-based learning and Curriculum for Excellence (CFE)

A board game can align with Game-Based Learning (GBL) and Scotland’s Curriculum for Excellence (CfE) by incorporating interactive, experiential learning methods that develop key skills and knowledge outlined in the CfE framework.


The Curriculum for Excellence aims to develop young people in its four capacities and a board game aligns with those as follows:


  • Successful Learners: A well-designed board game promotes engagement, problem-solving, and critical thinking.

  • Confident Individuals: Players take risks, make decisions, and develop resilience through gameplay.

  • Responsible Citizens: Games with real-world themes (e.g., sustainability, history, health) encourage ethical thinking and teamwork.

  • Effective Contributors: Cooperative and strategy-based games foster communication, collaboration, and leadership.

Prototype 2

The conclusion from the SWOT Analysis is that the market has reached saturation in developed countries. To contribute to Starbucks' sustainable growth, we decided to focus on an emerging market like India.

Prototype Purpose

  • Change board game type based on research

  • Use existed game model as a base

Insights gained

  • Roleplaying as players of the game allowed us to find flaws in the game mechanics and make instant changes

Next steps

  • Gather information from educators about what is taught in schools regarding sustainability

  • Focus on creating content that children will learn from the game

Prototype Purpose

Insights gained

Next steps

  • Change board game type based on research

  • Use existed game model as a base

  • Roleplaying as players of the game allowed us to find flaws in the game mechanics and make instant changes

  • Gather information from educators about what is taught in schools regarding sustainability

  • Focus on creating content that children will learn from the game

Business Model Canvas

The conclusion from the SWOT Analysis is that the market has reached saturation in developed countries. To contribute to Starbucks' sustainable growth, we decided to focus on an emerging market like India.

Interview with STEM Teacher

The conclusion from the SWOT Analysis is that the market has reached saturation in developed countries. To contribute to Starbucks' sustainable growth, we decided to focus on an emerging market like India.

We interviewed a STEM teacher of a local primary school to understand how sustainability concepts are taught in the curriculum.

Prototype 3

We wanted to differentiate our game from the existing ones. We tested the idea of building your own pathways to get to the desired destination and even tried putting obstacles in between to increase the complexity.

Next steps

  • Make a new iteration based on feedback from Chris and Joanne

  • Give the children the opportunity to make their own path to a green earth

Insights gained

  • After trying out the new version, we loved the idea of allowing free reign on where to go while still having an objective to reach

Prototype Purpose

  • Create a more robust version of this prototype

  • Get feedback from an expert in developing games (both virtual and physical)

Prototype Purpose

Insights gained

Next steps

  • Make a new iteration based on feedback from Chris and Joanne

  • Give the children the opportunity to make their own path to a green earth

  • After trying out the new version, we loved the idea of allowing free reign on where to go while still having an objective to reach

  • Create a more robust version of this prototype

  • Get feedback from an expert in developing games (both virtual and physical)

Prototype 4

The fourth prototype was a combination of Prototype 3 and Monopoly, where we used the open-world aspect and merged it with the playing cards aspect. The result was a map which had various real locations and pathways that led to them.

Prototype Purpose

  • Provide children with autonomy of their own journey

  • Later changed to less pieces after discussion with a game developer

Insights gained

  • We could utilise the pathways idea in a more innovative manner

  • Complexity and fun rarely work together

Next steps

  • Consider implementing rational and moral decision-making processes

  • Utilise currency to lose and gain a competitive edge on other players

Prototype Purpose

Insights gained

Next steps

  • Provide children with autonomy of their own journey

  • Later changed to less pieces after discussion with Brian McNicoll

  • We could utilise the pathways idea in a more innovative manner

  • Complexity and fun rarely work together

  • Consider implementing rational and moral decision-making processes

  • Utilise currency to lose and gain a competitive edge on other players

Final Concept

The final concept was a refined version of Prototype 4. We cut out a large cardboard piece into nine pieces and glued a printed board game map onto them. A ten-sided dice was made from thick craft paper. We printed high quality Question, Chance, Location cards and player token templates.

User Testing

The final concept was tested in a local school in Dundee, Scotland. The students playing the game were between Primary 5 and Primary 7. The testing sessions provided insights into the how the game can be improved. The students gave real-time feedback on what they enjoyed, what they didn't like and what they found difficult to understand.