Gamified.

Gamified. is a web project dedicated to providing designers with harnessing the knowledge and tools of implementing gamification into their projects, while touching on the issue of design ethics when addictive practices and control becomes overused and abused in products that have been over gamified. This experience is designed to be dynamic with the help of artificial intelligence, ensuring each solution is unique and catered to the requirements of each designer’s project while establishing a robust foundation for understanding gamification concepts and theories.

These features include a chat-bot powered by OpenAI’s ChatGPT for a dynamic learning experience, interactive visual breakdowns of ethical analyses in gamification implementations, and a gallery featuring pre-established case studies of gamified products and services as well as projects submitted by other users.

gamified.fun

Blue encounters: nurturing our relationship with the ocean

Blue Encounters is a project that brings the ocean into the urban context. It offers a ‘blue’ way of looking at everyday urban encounters, encouraging meaningful connections with the ocean through indirect urban objects/experiences, and direct, mindful engagement with the sea. By shifting our minds from the urban red to oceanic blue, this project aims to bridge the distance between urban adults and the ocean, allowing us to experience its restorative effects on our well-being and deepen our connection with it.

Convos for Good

Singapore’s population is rapidly aging, which puts both the elderly and adults at a higher risk of developing diseases, dementia, and experiencing advanced aging prior to death. Despite this trend, many people hesitate to plan for their future healthcare options in the event they are unable to make decisions for themselves due to the taboo nature of the topic.

Therefore, this project aims to design an Advanced Care Planning (ACP) starter kit that enables Singaporeans to have easy and lighthearted conversations with their loved ones about their future care preferences and correct any misconceptions regarding ACP.

Don’t be a Stickler!

Don’t be a Stickler! is a project that delves into the importance of mobility and how walking sticks have become a crucial tool for maintaining independence and quality of life for individuals with mobility impairments. The project explores the rich history of walking sticks, examining their various forms and functions throughout history.

It also discusses the different types of walking sticks available today. Thus providing people with knowledge and guidance on how to choose the right walking stick.

Whether you already use a walking stick, or you are interested in learning more about this indispensable mobility aid, Don’t be a Stickler! offers a wealth of information, insights, and perspectives on this humble mobility aid.

Asking is Easy

Asking is Easy is an educational campaign targeting youth in response to the culture of sexual violence in Singapore. It focuses on the various aspects of consent as a preventative approach to reducing sexual violence.

Framed by the Theory of Planned Behaviour, the campaign addresses four key primary research findings, namely, that 1) youth face difficulty asking for consent, 2) youth feel pressured to consent 3) youth are not sure about their ability to gauge consent, and that 4) youth learn about consent from informal learning spaces. These findings, along with secondary research regarding affirmative consent, scripts of female obligation, and coercion, informed an educational framework that is expressed via a website and social media platforms.