Our second term of Super Studio continues where we left-off our pre-design research last term. Looking at families with teenage children in the Pasadena/Los Angeles area, we examined their dialog concerning global climate change through 3 bounding terms: biosphere voices, delight as a motivator, and the interplay between place and identity.
After the analysis of our research last term, we decided that before we could even think about engaging our research participants in a dialog about climate change, we needed to start at the beginning: by establishing a personal relationship with nature.
Our approach designs new ways of interfacing with local natural areas, extending to them the notion of public space through a mobile proximity game called Roam.
Qualitative research methods to inspire design.
Is a necessary first step towards addressing larger environmental issues.
Roam is a moblie proximity game designed to build a personal relationship between teenagers
and nature.
By using a game to interface with nature, the realms of mobile gaming, personal identity, social behavior, and more all become relevant.