Students gave PET and SKAT a playful makeover
ITU students spent a weekend developing digital communication products for PET and SKAT using tools from the realm of computer games. Both organizations see potential in using games and playful design in the interaction with citizens.
Written 4 November, 2016 12:37 by Vibeke Arildsen
Public sector communication often involves lots of texts and dry facts. But perhaps it does not always have to be like that. At least not if it were up to the students from ITU's MSc in games. At PETSKATJAM, an alternative game jam held from October 28-30, a group of games students developed creative takes on how the public sector can make their messages more understandable – and perhaps even entertaining – using games and playful design.
PET and SKAT each provided two cases for the students to work with in groups during the weekend. The groups presented their prototypes to representatives from the two organizations on Monday, October 31.
One group of students designed the game ‘Skattehelten’ (‘The Tax Hero’) to make the concept of taxes comprehensible for 6-9 year olds. In the game, the tax hero for instance learns that taxes pay for schools and hospitals. Another group took on the challenge of educating citizens about the dangers of clicking links in suspicious emails. The group developed the 'human machine', a website allowing you to trick your friends with fake phishing mails.
Does it sound too good to be true? Then there is probably good reason to be on guard. That is the message of 'human machine', one of the products developed at PETSKATJAM, aiming to educate about phishing in a playful manner.
Serious games
The idea behind PETSKATJAM was to show that playful design and games have potential uses far beyond the gaming industry, says Martin Pichlmair, director of ITU's MSc in games.
"Many public institutions that want to inform citizens about something could benefit from using playful design and games in their communication. Of course, you can choose to write a booklet, but you can also make a game that allows people to play through different scenarios and make a more informed decision on that basis. In this way, games can be used in serious contexts and have a real-world impact," he says.
Useful inspiration
Both PET and SKAT took home useful inspiration from the event.
"We got a lot of inspiration for how we can approach communication about safety consciousness and awareness training. With the type of communication the students have created, we can help raise awareness about phishing and other attempts to trick people into disclosing their information and money," says the project manager at PET.
Jane Eriksson Dahl, Head of Innovation and IT Development at SKAT, also sees possibilities in using games and playful design in the communication with citizens.
"The complexity of SKAT is high, and if we want people to feel safe in the interaction with us, it's all about limiting the cognitive load and focusing on intuitive communication. And that's exactly what you do when you are working with games," she says.
See pictures from PETSKATJAM below:
Vibeke Arildsen, Press Officer, phone 2555 0447, email viar@itu.dk