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Phantom Footprint 

A Climate Change Awareness Board Game

Phantom Footprint is an interactive board game where players explore the hidden environmental impacts of their daily choices. Using RFID-enabled cards, the game reveals whether actions are positive, negative, or medium-impact for the planet. It combines playful design with real-world education to foster critical thinking about sustainability.

My role

Product Design Lead: The entire design, game & product strategy.

SCOPE

University Project: Created the whole board game, in labs and used professional equipment.

Tools used

Miro, Figma, Canva, Procreate, Arduino IDE, Woodshop and Makers lab at CSUEB.

The Gap Addressed

  • Interactive: We use RFID and LED feedback to make abstract concepts tangible.

  • Relatable: Players connect everyday actions to environmental consequences.

  • Accessible and Fun: Eliminates the complexity of traditional tools, making learning approachable.

3. Carbon Footprint Calculator

  • Strengths: Allows users to estimate their impact and get practical tips.

  • Weaknesses: A passive, input-based experience with no emotional connection.

  • How We’re Different: We gamify sustainability, turning it into an engaging, tactile experience.

2. Climate Action Simulation

  • Strengths: Encourages teamwork and systems thinking.

  • Weaknesses: Complex rules and the need for facilitation make it intimidating.

  • How We’re Different: Our game simplifies learning with intuitive mechanics and immediate feedback.

Initial Problem Statement

Climate change education often feels overwhelming, abstract, and inaccessible to many individuals. People struggle to understand how their everyday actions contribute to the larger environmental impact, making it harder to connect their behaviors to meaningful change.

Elevator Pitch

Phantom Footprint is an interactive board game that uses RFID cards and real-time LED feedback to reveal the hidden environmental impact of daily actions. Through engaging gameplay and ambiguous outcomes, players learn how even small decisions can shape the planet’s future, making sustainability fun, competitive, and educational.

Updated Problem Statement

How can we create an engaging, tangible experience that empowers people, especially college students, to understand and reflect on the environmental consequences of their daily activities?

Competitive Analysis

Most environmental education tools fall into two categories: digital apps or traditional classroom methods. While informative, they often lack tactile interaction, group dynamics, or the emotional engagement needed to drive meaningful behavioral change. Phantom Footprint bridges this gap by offering a hands-on, gamified experience that inspires curiosity and reflection.

1. Earth Hero

  • Strengths: Tracks carbon footprints and provides actionable tips.

  • Weaknesses: A solitary experience with abstract data that feels disconnected.

  • How We’re Different: Phantom Footprint replaces passive consumption with interactive gameplay and social engagement.

Double Diamond Framework:

  • I employed the Double Diamond framework to structure our design process, which consists of four phases: Discover, Define, Develop, and Deliver.

    • Discover: We gathered insights through interviews and surveys to understand user needs and preferences.

    • Define: We synthesized the findings to identify key themes and challenges, focusing on how to make climate change education engaging and relatable.

    • Develop: We brainstormed and prototyped game concepts, iterating based on feedback from playtesting.

    • Deliver: We finalized the game design, ensuring it was polished and ready for launch.

Design Thinking:

  • This iterative approach centered on empathy, experimentation, and collaboration was crucial in developing the game. By constantly engaging with users and incorporating their feedback, we created a product that truly resonates with our audience.

Habit Loop Model:

  • To encourage ongoing engagement and behavior change, we considered the Habit Loop model, which consists of Cue, Routine, and Reward. The game design incorporates:

  • Cue: Players are prompted to think about their environmental impact through various scenarios.

  • Routine: Gameplay encourages them to make decisions that reflect their values and promote sustainability.

  • Reward: Players receive positive reinforcement through points or achievements for making eco-friendly choices, encouraging them to adopt these habits outside game.

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Frameworks and Decision-Making

In developing "Phantom Footprint," I utilized several frameworks to guide our creative process and ensure the game effectively addresses the needs of our target audience.

Design Process

Who is the User?

The primary users are socially conscious college students aged 18–24 who want to make a difference but feel overwhelmed by the complexity of climate change. They are digitally engaged, enjoy interactive activities, and are eager to explore new ways to learn about sustainability.

Archetypes

1

The Passive
Learner

The Passive Learner is curious but prefers offline, low-effort learning experiences. They engage minimally with social media and consume information sporadically, valuing traditional, tangible methods over highly interactive digital tools.

Key Characteristics

1. Behavior:

• Low social media activity but uses the internet for study/work.

• Values offline, accessible, and digestible learning tools.

2. Needs:

• Time-efficient, gamified, and offline learning opportunities.

• Simple, approachable content that doesn’t overwhelm.

3. Barriers:

• Overly complex or digital-heavy tools may deter engagement.

Opportunities

  • Design lightweight, gamified, and tangible learning experiences.

  • Provide digestible, real-world content that fits into study/work routines.

  • Blend offline and occasional digital elements for seamless integration.

2

Socially Active
Advocate

The Socially Active Advocate is a student who combines a strong social media presence with a passion for climate advocacy. They are highly social, digitally engaged, and eager to lead and participate in initiatives that drive real-world change.

Key Characteristics

1. Behavior:

• Actively uses social media to share  with related content and has prior knowledge.

• Balances interests in sports, technology, and gaming with a desire for social impact.

2. Needs:

• Social media-based educational content that aligns with their interests.

• Opportunities to take leadership roles and contribute to climate action programs.

3. Barriers:

• Lack of active participation opportunities might lead to disengagement.

Opportunities

  • Interactive Campaigns: Develop social media campaigns featuring interactive and engaging climate content.

  • Leadership Pathways: Provide roles for these students in climate advocacy programs to leverage their skills and interests.

Research Process

• Participants: 8 college students (4 environmental science majors and 4 general audience).

Method: Semi-structured interviews and initial gameplay testing.

I interviewed eight college students, a mix of environmental science majors and general audiences.
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Key Insights from Interviews:

1. Many students don’t connect daily actions (like driving to work) with larger environmental issues.

2. Ambiguity in outcomes creates curiosity and fosters deeper engagement.

3. Immediate visual feedback (e.g., LED lights) helps bridge the gap between abstract concepts and tangible results.

4. Simplicity in design improves engagement and accessibility.

5. Participants wanted a sense of competition, but not at the expense of learning.

Prototype

First Prototype:

A low-fidelity paper prototype with placeholder RFID cards and a basic wheel for results.

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2nd iteration of the board design

Testing Process:

• Tested with 6 players (university students).

• Observed gameplay behavior, clarity of mechanics, and engagement levels.

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Iterations:

1. Redesigned the back of the cards to show three levels of impact (positive, medium, negative).

2. Replaced the results wheel with a simpler slider mechanism for faster understanding.

3. Updated card titles to make outcomes harder to predict.

4. Introduced scanning cards upside down to improve flow.

5. Added a yellow medium-impact category for nuanced feedback.

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Findings from Usability Testing:

1. Players loved the RFID card scanning but found the results wheel cumbersome.

2. Ambiguity in card outcomes kept the game engaging.

3. The visual design of cards needed improvement for clarity.

4. Flipping cards for scanning caused minor usability issues.

5. Participants wanted more nuanced feedback beyond just “positive” or “negative.”

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Paper prototype V1

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3rd iteration of the board design

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Testing session of two university students

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RFID cards writing code for IDE

Technology

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Core Technology:

1. Arduino Uno: Powers the game mechanics and LED feedback.

2. RFID Cards and RC522 Reader: Enable scanning of daily activity cards.

3. LED Feedback System: Lights up green, yellow, or red to indicate the environmental impact of each choice.

What I Learned:

1. Simplicity matters: Overly complex mechanisms (e.g., result wheels) detract from gameplay.

2. Technology enhances engagement: RFID scanning made the experience feel modern and interactive.

3. Immediate feedback is crucial: The LED system helped players connect their choices to consequences in real-time.

Critiques:

• Dependency on physical components may limit scalability.

• RFID cards require manual preparation, which can be time-intensive.

• Limited tech-savviness among some users caused minor confusion initially.

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Alternative Applications of This Technology:

• Could be adapted for interactive classroom tools to teach sustainability.

• Potential for corporate training programs focusing on environmental awareness.

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RFID cards are placed on the wooden board

''

“It’s surprising how a game could make me rethink something as small as using a paper straw. The ambiguity kept me curious, and the feedback made me question my assumptions.”

— Carlos, 22, Business Student

“I loved the mix of competition and learning. Scanning the cards and seeing the lights respond made it feel interactive and fun, unlike any other sustainability tool I’ve used.”

— Jared, 23, Engineering Major

“Phantom Footprint made me reflect on choices I usually don’t even think about. It’s simple, engaging, and I can see this being used in classrooms and beyond.”

— Aisha, 19, Sociology Student

''

Demonstration

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Future Scope

If I Had More Resources

1. Expand Audience: Create a simplified version for younger players (ages 8–12) with more visual storytelling.

2. Gamify Further: Add an accompanying app for tracking scores, global leaderboards, and deeper learning resources.

3. Enhanced Interactivity: Introduce sound effects, haptic feedback, or dynamic lighting to increase immersion.

What I Learned About Design

1. Ambiguity Creates Engagement: Players were more curious and reflective when outcomes weren’t immediately obvious.

2. Iterative Design is Key: Testing prototypes and implementing user feedback improved usability and engagement significantly.

3. Balance Play and Learning: Ensuring the game remained fun without sacrificing its educational purpose was critical.

What I’m Most Proud Of

1. Creating a Tactile, Immersive Experience: Successfully blending physical interaction (RFID, LEDs) with educational content.

2. Iterative Improvements: Transforming a basic paper prototype into a refined, user-tested product.

3. Making Sustainability Fun: Watching players engage, discuss, and reflect on their choices was incredibly rewarding.

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