Seeing the invisible

By: Juerd Mispelblom Beyer

Tutors: Myrthe Krepel & Wim Schermer

Keywords: Exploration, awareness, Human-Machine


Design goal was to make people aware of the power usage and communicative processes of devices in their environment.

World of Machines is a persuasive game that aims to teach users about the connected processes and energy consumption of all the devices in their everyday environment – through play. In the game, the user is a collector of machines, and by finding and connecting to them, can accumulate a large inventory of them, as well as experience, which turns them into a high-level collector.

The game has a classical pixel-game feel to it, similar to old GameBoy-like games such as Pokémon. This experience is brought back in all elements of the game: The game manual, design of the glove that is worn to play the game (the Electro-glove, which is explained later), and the user-interface and animations of the game.

The interaction vision is like the song Kids:
Energetic,
Explorative,
A constant level of interest.