Creating an experience that will provide people living in urban areas an opportunity to escape their fast paced daily life to learn, understand and connect with nature for their overall physical and mental well-being.

Our goal was to help people, especially young adults to reconnect with their nature and environment, that they neglected and lost in the process of having to live in the fast-paced lifestyle of urban areas.

We identified the issues that young people faced through different interactions and observations within the city of Nice which was selected as our field of application.

We wanted to come to a proper conclusion after understanding the needs, behaviour of our target audience.

As seen in the stakeholder mapping, the direct and indirect stakeholders are all part of a connected ecosystem.

Our initial prototypes were ‘physical’ interventions in different parts of the city to observe and analyse the interactions people have with it.

The need to utilise different senses like smell, touch and vision were taken into consideration for these prototypes.

4 characters
4 totems
4 senses
12 tasks
1 Conscious community 

SEMS was created not just as a city experience game, but also with great consideration to the pre and post-game experience.

The whole point was not to have just another mindless digital application, but to use it more as a tool to navigate through the overall experience.

The journey of SEMS starts when the user notices the physical intervention/ ‘totems’ that are placed strategically in different parts of the city.

The four categories of ‘totems’ are based on the four senses : touch, smell, sound and sight. And the four characters were designed based on the same. The ‘mission’ of the game is for the user to find the missing “guardians” by completing different tasks associated with them.

The mini-totems are the main part of the physical intervention.

The objective is to attract passers-by within different parts of the city, just enough time for them to get a glimpse of what the rest of the experience would entail.

The digital intervention is what carries the main part of the experience. Digital connection does not have to mean environmental disconnection, hence, we aim to use digital connections as a tool to provide this experience for the users.

The images are from the mobile application game demo and shows few of the “actions” that people have to complete during the experience. It ensure that people are observant and aware of their environment while staying digitally connected.

Project Roadmap

Primary SDG’s

Secondary SDG’s

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Experience Design