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PROJECT BRIEF 

Sustainable SDIS is a cooperative board game  is created based O I created this board game to educate players to understand the challenges that illustrates  the small developing states are facing.  that puts players in control building the tourism industry, while also managing the impact on the environment. 

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TOOLS

FIGMA

ROLE 

Game Designer

Project manager

METHODS 

Exploration research

Conceptualization

COLLABORATIONS 

Solo Project

LINKS 

Tutorial video 

Game Loop

Prototyping Playtest 

SECONDARY RESEARCH 

TOURISM

 

The demand of global Tourism Source Market size was approximately USD 615.2B in 2022 and is expected to reach USD 986.5B by 2032. 

Strengthening Communities

Employment Rates

Cultural Preservation & Understanding 

is a significant economic force.

But....

1.3 BILLION

tons of waste yearly contributed by tourism, accounting for 4-8% of global waste in 2022

5%

of global greenhouse gas emissions is expected 25% increase in CO2 emissions from tourism by 2030 

526,512 km

of land area being degraded by tourism in 2024

2

87% of travellers

Want to travel more sustainably

According to Booking.com
How many travellers are sustainable?

39% of travellers 

always manage to actually keep it sustainable

43% travellers said

that "never, rarely or sometimes" manage to travel in a sustainable way

PRIMARY RESEARCH 

4

IN-DEPTH INTERVIEWS 

CO-CREATION WORKSHOPS

100+

DATA POINTS FROM TRAVELLERS

INSIGHTS

Lack of understanding

  • Some travellers want to be more sustainable but lack knowledge on how to achieve it.

  • Some travellers think individual sustainability efforts may not significantly impact global issues.

  • Some Parents express interest in teaching kids about sustainable travel but face challenges in implementation.

Prioritisation of Time and Price

  • Travellers prioritise time and cost over sustainability when choosing transportation.

  • Economic considerations often outweigh the desire for more eco-friendly travel options.

  • Reluctance to spend more for carbon offset due to already high travel expenses.

  • Limited alternatives available for air travel, contributing to the challenge of reducing carbon footprint.

Travel Habits and Mindset

  • Vacation mindset prevails, leading to a lack of motivation to change habits sustainably.

  • Peer pressure influence plays a role, with people being less likely to adopt sustainable practices if peers do not.

  • Environmental consciousness varies; higher concern observed in national parks.

Feelings of Guilt

  • General sense of guilt among individuals who feel unable to make impactful changes toward sustainability.

  • Perceived limitation in personal ability to contribute to solving environmental problems.

1

Travellers are aware of the environmental damages they created during the travel but unsure to what extent it harms the environment. 

PAINPOINTS

2

Travellers tends to prioritise their tourism experience over sustainable practices

3

Travellers are reluctant to make efforts in incorporate sustainable efforts during their travel because they are lazy 

4

Peer pressure discourages sustainable practices if peers don't adopt them.

HOW MIGHT WE?

How can we educate travellers about sustainable tourism to cultivate a more environmentally conscious mindset in an enjoyable way?

SOLUTION 

FUN!

INTERACTIVE

EDUCATIONAL!

A BOARD GAME!

IDEATION: CONCEPTUALIZATION 

THE GAME LOOP

Prior to designing my own game, I drew inspiration from games like Pandemic, Splendor, Hanabi, and Sushi Go. My game mechanics will echo some aspects of these titles. To kickstart the design process, I formulated a core framework outlining the game loop, which encompasses the objectives, challenges, and rewards essential to the gameplay.

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Pandemic

Splendor

Sushi go

Game Loop

I have set the game's play style: a cooperative experience requiring players to communicate and manage resources for tourism development. To emphasise the environmental impact of tourism, I plan to incorporate a metric that quantifies the damage inflicted on the islands. This metric aims to illustrate the adverse effects of development on the environment.

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Playstyle

IDEATION: INTERNAL PLAYTESTING 

In the ideation phase, I began with a 5x5 grid representing the islands, placing the environmental damage metric on the right side. Gradually, I enhanced the islands by adding various features to boost fun and interactivity. The board design progressed from the left, where the basic grid stood, to the right. 

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Version 1

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Version 2

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Version 3

FEEDBACK

Problem 1

There is not strong positive enforcement in the game to encourage players to protect the environment

Problem 2

Some special actions cards are too expensive which slows down the flow of the game. Some players felt a bit boring.

Problem 3

Players do not have enough resources cards, whcih make the game difficult to win

Improvements 

  • Positive event cards and social welfare badges were added to special action cards to give more incentive for players to protect the environment. 

  • After trial and error, 48 resource cards identified as optimal for game flow.

  • Reduced prices of some action cards to facilitate easier player purchases.

EVALUATION

IDEATION: LOCAL PLAY TESTING 

I have found three individuals to play test the board game. Rules are explained and questions are answered when asked. The following below shows the common issues that have among our players and what solutions we have come up with . Players find it is more fun to play in the 2nd round after knowing the rules better. 

Problem 1

Difficult to win.  because players don't have enough money to purchase someone the cards. 

Problem 2

The special action cards are confusing because the  infrastructure and policy cards look the same when flipped over. 

Problem 3

There was a situation where both islands was flood which made the player got stuck and couldn't get out nor other players can go in.

Problem 4

Players suggested  the need for more incentive to the win the game or perhaps something more to spice up the game.

Improvement 1

Starting cash now at 1500, ED track extended to 27, and the yellow area increased to 19.

 

Improvement 2

A Helicopter card is added when this  happen, the player to escape the crisis. 

 

Improvement 3

The policy card's inner face shifts from grey to yellow, and it remains locked until the ED track reaches the yellow area.
 

Improvement 4

Game-end awards - Most:

  • Social welfare badge: "Green Ambassador"

  • Cash: "Merchant"

  • Infrastructure: "Land Owners"

FINAL PRODUCT

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The Board

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RESOURCE CARDS 

As one of the island tourism industry decision makers, you are going to protect the island from the pollution while expanding the tourism development. 
 

You and your teammates will travel around the island, building infrastructures, waste management facilities and establish policies. You must work together to protect the natural heritage of the island.

Metal

Wood

Brick

Effect when built:
One time effect on the environment for purchasing the special action card, effective immediately. 

Long term effect:
impacting the environment at the end of every round.

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Infrastructure Cards

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Waste Management facilities cards

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Policy Cards

Top left corner of the special action cards shows two ways of affecting the Environmental Damage (ED).

SPECIAL ACTION CARD

There are three types of special action cards

EVENT CARDS

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Recession

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High

Tourist season

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Pandemic

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Earthquake

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Flooding

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Rising Economy

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Helicopter

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Food Pantry

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Social Welfare

There are 9 event cards in the resource card deck. There are 4 positive event cards and 5 catastrophic event cards. 

RULEBOOK

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More

Takeaways

I had a great time working on this board game project. The most challenging part was creating and expanding the game on my own. I sought a lot of feedback from friends during the idea and prototype stages. The game's aim is to teach players about sustainable tourism in a fun and interactive way.

 

To make it even more interesting, I'm considering integrating some technology elements or developing it into an app game.

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