2022
This speculative design project moves beyond human-centric perspectives, to offer fresh insights into the environmental crisis. Through the framework of a game's ontology, a fictional world was crafted, populated by characters embodying diverse non-human species. Within this world, each species operates under the premise of self-interest. →
Tags | Visual Design, Product Design, Design System |
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Research methods | Quantitative Analysis, Domain Expert Interviews, Narrative Research |
Primary tools | Blender, 3D printing and Adobe Suite |
Team | Chun-Tien Hsiao, Raphael Smith and Mathew Chung |
Speculative solutions for fictional scenarios, when rigorously designed, serve as potent triggers for discourse.
The United Nations and The British Academy collaborated with a team of student researchers from the RCA to curate an exhibit centred on reimagining non-human ecological stakeholders through a new lens. This initiative was deemed essential in light of humans' often blatant disregard for these stakeholders, driven by self-interest. Extensive data underscored the correlation between human activities and the accelerated degradation of these stakeholders' immediate environments.
A hypothetical game world, where players are tasked with emulating the role of Zebra Mussels amidst a forward-looking, deteriorated version of their habitats. The game imposes constraints based on the physical attributes of the species.
Players navigate alliances and partnerships with other species, where forming positive relationships leads to progress within the game world. The overarching objective is to maximise survival and expand the species' influence in the game world.