Roam
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.

DESIGN RESEARCH
Qualitative research methods to inspire design.
BUILDING A PEROSAL RELATIONSHIP WITH NATURE
Is a necessary first step towards addressing larger environmental issues.
ROAM
Roam is a moblie proximity game designed to build a personal relationship between teenagers
and nature.
MEANING SPACE
By using a game to interface with nature, the realms of mobile gaming, personal identity, social behavior, and more all become relevant.
Nature as Public Space
Nature as Public Space
Nature as Public Space
Nature as Public Space