Game design
Hack a:Tack
Teens eagerly use new devices but overlook digital safety. Hack a:Tack is designed to promote responsible online behavior in teens in a fun way.
Teens eagerly use new devices but overlook digital safety. Hack a:Tack is designed to promote responsible online behavior in teens in a fun way.
![Pink Flower](https://framerusercontent.com/images/xuYdTc1aZpnpyS3eC0sa93wwNk.jpg)
![Pink Flower](https://framerusercontent.com/images/xuYdTc1aZpnpyS3eC0sa93wwNk.jpg)
Type
Type
Individual Project
Individual Project
Role
Role
Research, Game Design
Research, Game Design
Year
Year
2022-2023
2022-2023
The internet is full of jargons
How might we make it fun and easy for teens to get familiarized with jargon used on the internet, in order to encourage more responsible online behavior?
Teens spend a lot of time online
Watching my siblings navigate their interactions made me realize that teens are often very excited about using new devices and are not concerned about digital safety. It is common for children to want to share personal information online as they seek high social currency. However, it is important to be aware of the potential risks and drawbacks of this behavior.
Board games make learning fun!
After a LOT of ideation, the decision to design a board game was finalized. Games promotes interactive learning with peers, facilitating easy understanding of actions and repercussions subconsciously. It offers different perspectives for a deeper understanding and encourages screen-off time, providing a valuable non-digital learning experience; especially for teens.
The internet is full of jargons
How might we make it fun and easy for teens to get familiarized with jargon used on the internet, in order to encourage more responsible online behavior?
Teens spend a lot of time online
Watching my siblings navigate their interactions made me realize that teens are often very excited about using new devices and are not concerned about digital safety. It is common for children to want to share personal information online as they seek high social currency. However, it is important to be aware of the potential risks and drawbacks of this behavior.
Board games make learning fun!
After a LOT of ideation, the decision to design a board game was finalized. Games promotes interactive learning with peers, facilitating easy understanding of actions and repercussions subconsciously. It offers different perspectives for a deeper understanding and encourages screen-off time, providing a valuable non-digital learning experience; especially for teens.
28%
Teens get exposed to innapropriate content while browsing
![](https://framerusercontent.com/images/js4PeygJywFOo9ufICeZukimm24.jpg)
![](https://framerusercontent.com/images/js4PeygJywFOo9ufICeZukimm24.jpg)
![](https://framerusercontent.com/images/js4PeygJywFOo9ufICeZukimm24.jpg)
![](https://framerusercontent.com/images/js4PeygJywFOo9ufICeZukimm24.jpg)
Diving in
Diving in
Diving in
01
Teens misunderstand cybercrime
Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.
02
Leveraging intrinsic motivation
03
Iterate, iterate, iterate!
04
Learning through Action Cards
05
Testing and refining gameplay
![](https://framerusercontent.com/images/X4ktyEXJwLoJ5qg4jHq3MccLKy4.png)
01
Teens misunderstand cybercrime
Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.
02
Leveraging intrinsic motivation
03
Iterate, iterate, iterate!
04
Learning through Action Cards
05
Testing and refining gameplay
![](https://framerusercontent.com/images/X4ktyEXJwLoJ5qg4jHq3MccLKy4.png)
01
Teens misunderstand cybercrime
Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.
02
Leveraging intrinsic motivation
03
Iterate, iterate, iterate!
04
Learning through Action Cards
05
Testing and refining gameplay
01
Teens misunderstand cybercrime
Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.
02
Leveraging intrinsic motivation
03
Iterate, iterate, iterate!
04
Learning through Action Cards
05
Testing and refining gameplay
![](https://framerusercontent.com/images/jRm5FQ6L5WG8XDPoFKgJqzMGT34.png)
![](https://framerusercontent.com/images/jRm5FQ6L5WG8XDPoFKgJqzMGT34.png)
![](https://framerusercontent.com/images/jRm5FQ6L5WG8XDPoFKgJqzMGT34.png)
![](https://framerusercontent.com/images/jRm5FQ6L5WG8XDPoFKgJqzMGT34.png)
![](https://framerusercontent.com/images/XYMMaP5hU7huGZ8iGfconTXV9Q.png)
![](https://framerusercontent.com/images/XYMMaP5hU7huGZ8iGfconTXV9Q.png)
![](https://framerusercontent.com/images/XYMMaP5hU7huGZ8iGfconTXV9Q.png)
![](https://framerusercontent.com/images/XYMMaP5hU7huGZ8iGfconTXV9Q.png)
![](https://framerusercontent.com/images/eXaJITbDyMGO9XQv9C5RUgUvzHM.png)
![](https://framerusercontent.com/images/eXaJITbDyMGO9XQv9C5RUgUvzHM.png)
![](https://framerusercontent.com/images/eXaJITbDyMGO9XQv9C5RUgUvzHM.png)
![](https://framerusercontent.com/images/eXaJITbDyMGO9XQv9C5RUgUvzHM.png)
![](https://framerusercontent.com/images/VdLRcBa7Ic6p4wIkoIxuEkclGk.png)
![](https://framerusercontent.com/images/VdLRcBa7Ic6p4wIkoIxuEkclGk.png)
![](https://framerusercontent.com/images/VdLRcBa7Ic6p4wIkoIxuEkclGk.png)
![](https://framerusercontent.com/images/VdLRcBa7Ic6p4wIkoIxuEkclGk.png)
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