Margot P. Henderson
 

After Us

Developing a Pro-Environmental Game
via Persuasive Psych + Embedded Design

 
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Client

PERSUASIVE DESIGN, MHCI

Duration

2 Months

My Role

PRODUCT DESIGN,
UX RESEARCH,
VISUAL DESIGN

Team

EKTA VERMA, PAYAL BHUJWALA, DANIELLE SHOSHANI

 

What happens when we run out of water?

After Us is an immersive and interactive exploration-simulator game, designed with an embedded persuasive message on the dire need for fresh water conservation.

Our goal was to employ a number of psychological techniques to change users’ attitudes and perspectives on water conservation and related environmental issues.

 
 

Welcome to the world “After Us”

The Game Premise

In After Us, users play as aliens on a diplomatic mission to make first contact with humans. However when they arrive on Earth, they discover an abandoned laboratory and no sign of life.

What happened to the missing scientists?

Explore the deserted lab, gain entrance to locked rooms, and examine a wide variety of artifacts to discover how fresh water shortages may have instigated the fall of humanity.

 
 

How to Change hearts & minds

Game Design Research

Our team investigated a variety of incredible games and narratives for inspiration. Each platform or organization renowned for their prosocial causes, user attitude change, or intense level of player immersion.

Embedding Persuasive psych

Many existing “games for impact” that raise awareness of societal problems use explicitly persuasive tactics, such as giving more information on an issue or the chance to practice ideal decision-making.

However, making players aware of the game’s intentions can actually backfire by causing reactance, an aversive state of arousal that triggers defiance and the need to defend our personal freedoms (Brehm, 1966), even when we already agree with the prosocial point (Kaufman & Flanagan, 2015; Worchel & Brehm, 1970).

The Embedded Design model of prosocial game design relies on the stealthy interweaving of a focal message, rather than an overt persuasive argument that players are purposefully made aware of. This model aims to “circumvent players’ psychological defenses, trigger a more receptive mindset for internalizing the game’s intended message, and do so without sacrificing players’ enjoyment or the game’s replayability” (Kaufman, Flanagan, & Seidman, 2015).

Want to learn more about the principles embedded in After Us? Check out a sampler below:

 
 

Low-Fidelity Prototype

Design + Testing of Paper Prototype

 
 

Mid-Fidelity Prototype

Design + Testing of interactive digital prototype

 
 

High-fidelity Prototype

Point-and-click desktop game

The final version of After Us is a fully-functional point-and-click desktop game with audio, built in Adobe XD.

Move between each room to find clickable artifacts and diary entries with voiceovers from the missing scientists. Find hidden keys to the locked rooftop and main laboratory, where a locked safe protects the scientists’ most prized possession: uncontaminated fresh water. Finally, listen to the voice recording on the blinking message machine.

Maybe the humans aren’t all gone yet…