ASU London · Design challenge · 2056

PLAYING IN THE FUTURE

Four worlds. Four original games. One hands-on design studio. Discover the human need, build the architecture, play the prototype and explain why the game belongs in its future.

Four different futures. Four meaningful ways to play.

Games reflect how people live. These concepts make the imagined society essential to the rules: connect a Moon base, oversee automated decisions, communicate without smartphones and plan a 140-year life.

4Future scenarios
< 3 minPer playable round
30 pointsOfficial judging total
Source and design distinction: The scenario, physical materials, time limit and judging criteria come from the supplied ASU London presentation. Game names, mechanics, benefits, cards and architectures are proposed prototypes, not official prescribed solutions. Future scenarios are speculative, not forecasts.
Hand-sketched overview of four games in four coloured columns: Moonbound lunar network, HUMAN.exe AI oversight, Signal Zero communication chain and Life 140 longevity journey.
GROUP 01 · Humans live on the Moon

MOONBOUND 2056

Build. Survive. Connect.

A settlement is only as resilient as its weakest connection. Lunar life turns oxygen, energy and habitat links into meaningful collective choices.

01 / The future's demand

Keep a lunar settlement alive with limited resources, environmental hazards and no easy rescue.

02 / What makes it innovative

Players physically build a living network with string; every connection changes the game state.

THE MISSION

Connect Habitat, Oxygen and Energy to Base before time runs out, with resources remaining.

03 / Game architecture

MISSION CARD
CHOOSE ROUTE + PAY
ROLL FOR HAZARD
CONNECT STATION
CHECK LIFE SUPPORT

04 / Build the prototype

Players: 2–4 cooperative

Materials: Large card, string, six tokens, die, index cards, markers, tape

Set-up: Draw Base, Habitat, Oxygen, Energy, Ice Mine and Solar Farm. Mark available routes. Place six resource tokens in a shared pool.

Team roles
  • Commander: coordinates
  • Engineer: builds
  • Resource officer: counts tokens
  • Safety officer: resolves hazards

05 / How to play

  1. 1Draw one mission card.
  2. 2Choose a connection and pay one token.
  3. 3Roll the die: 1 = oxygen leak; 2 = solar storm; 3–6 = safe. A hazard costs one token unless the team previously paid one token for a one-use shield.
  4. 4Lay string to show the completed connection; repeat.

Win condition

All three essential stations are connected and at least one resource remains.

Risk & meaningful choice

Build a one-use shield now or preserve a token for a vital route.

Reward & progression

Optional Ice Mine connection earns a bonus achievement if the main mission is complete.

⏱ 20 s briefing · 110 s construction · 20 s result · Total 150 seconds

06 / Why it matters

Systems thinkingResource allocationCooperation under pressureResilience and risk planning
“Only two tokens remain. Do you build the last essential connection or protect against a possible storm?”
Accessibility and inclusion

Raised string routes, numbered stations and spoken card descriptions.

One essential playtest

Can a new player identify all three essential stations and finish a round in 150 seconds?

02:30
GROUP 02 · AI does most work

HUMAN.exe 2056

Technology gives options. Humans give meaning.

When routine work is automated, the human contribution shifts towards oversight, judgement, care and accountability.

01 / The future's demand

Complete essential work quickly without sacrificing fairness, safety or public trust.

02 / What makes it innovative

A no-tech AI simulator: recommendation cards create realistic automation decisions without pretending that live AI is operating.

THE MISSION

Complete three missions and finish with at least three trust tokens.

03 / Game architecture

MISSION
AI RECOMMENDS
ACCEPT / OVERRIDE
REVEAL CONSEQUENCE
UPDATE TRUST

04 / Build the prototype

Players: 3–5 cooperative

Materials: Index cards, five trust tokens, two override tokens, die, paper trust track

Set-up: Place trust at five and give the team two override tokens. Prepare three mission cards with AI recommendations and outcome cards.

Team roles
  • Operator: reads AI output
  • Decision maker: leads choice
  • Ethics reviewer: challenges impact
  • Engineer: resolves failures
  • Community voice: explains consequences

05 / How to play

  1. 1Reveal a mission and its AI recommendation.
  2. 2Choose ACCEPT or OVERRIDE; an override spends one token.
  3. 3Reveal the prepared outcome card; use the die only if the card specifies a random fault.
  4. 4Adjust trust according to the card and proceed.

Win condition

Three missions completed with trust of three or more.

Risk & meaningful choice

Accept saves scarce intervention tokens but may lose trust; override protects people but cannot be used indefinitely.

Reward & progression

Earn a mission token for each completion; unlock the complex final mission.

⏱ 20 s briefing · 110 s missions · 20 s result · Total 150 seconds

06 / Why it matters

AI literacyEthical reasoningAccountabilityHuman–AI teamwork
“A hospital scheduler prioritises efficiency but misses an urgent patient. Trust the system or intervene?”
Accessibility and inclusion

Read all cards aloud, use tactile tokens and offer clear role descriptions.

One essential playtest

Do outcome cards define trust changes unambiguously for both decisions?

02:30
GROUP 03 · The smartphone is dead

SIGNAL ZERO 2056

Less screen. More connection.

Communication continues without handheld phones, but shared protocols, reliability and inclusion become essential.

01 / The future's demand

Send critical messages despite interference, limited symbols and no spoken transmission.

02 / What makes it innovative

A tangible communication protocol: teams invent a shared code and discover how information is distorted through relays.

THE MISSION

Transmit and reconstruct three messages accurately.

03 / Game architecture

SECRET MESSAGE
ENCODE
RELAY
DECODE
VERIFY

04 / Build the prototype

Players: 4–6 in two teams

Materials: Index cards, symbol cards, tokens, cups, string, markers

Set-up: Prepare three secret message cards, six shared symbols and a written or tactile code key. Arrange sender, relay and receiver stations.

Team roles
  • Sender: encodes
  • Relay: transfers
  • Receiver: decodes
  • Inspector: checks
  • Others: rotate roles

05 / How to play

  1. 1Sender reads the secret message.
  2. 2Encode using approved symbols, gestures or taps without speaking.
  3. 3Relay transmits the code to the receiver.
  4. 4Receiver states or writes the message; compare with original.

Win condition

Three correctly reconstructed messages within the round.

Risk & meaningful choice

Interference card removes a symbol or limits transmission time; decide between fast shorthand and precise coding.

Reward & progression

One point for each accurate message; later messages add complexity.

⏱ 20 s briefing · 105 s for three 35 s transmissions · 25 s result · Total 150 seconds

06 / Why it matters

Communication designInformation integrityAccessibility by designCreative collaboration
“An evacuation message must cross two relays, but interference removes a symbol from your code.”
Accessibility and inclusion

Offer tactile tokens and tap patterns as equivalent alternatives; never rely only on sight, colour or gesture.

One essential playtest

Can players transmit using the tactile option without a visual cue?

02:30
GROUP 04 · Humans live to 140+

LIFE 140

A longer life. A greater impact.

A much longer life changes the shape of learning, careers, relationships, retirement and responsibility to future generations.

01 / The future's demand

Make choices that remain sustainable across a 140-year lifespan rather than optimising only for the present.

02 / What makes it innovative

A seven-stage life journey where choices create trade-offs between health, wealth and legacy.

THE MISSION

Reach age 140 with at least one health, wealth and legacy token.

03 / Game architecture

AGE +20
EVENT CARD
CHOOSE PATH
UPDATE 3 RESOURCES
REACH 140

04 / Build the prototype

Players: 2–5 individual strategy

Materials: Circular card board, event cards, die, three textured token types, markers

Set-up: Draw ages 0, 20, 40, 60, 80, 100, 120 and 140. Each player begins with three tokens in each of the three categories.

Team roles
  • Each player: life strategist
  • Rotating reader: announces events

05 / How to play

  1. 1Advance 20 years and reveal an event.
  2. 2Choose one of two life options.
  3. 3Adjust health, wealth and legacy using printed card effects.
  4. 4Repeat through the seven life transitions.

Win condition

Reach 140 with at least one of each token; among successful players, highest combined total wins.

Risk & meaningful choice

Trade short-term gains for long-term security; an event die can change circumstances.

Reward & progression

Unlock new education, career and community choices at later ages.

⏱ 20 s briefing · 110 s life journey · 20 s result · Total 150 seconds

06 / Why it matters

Long-term thinkingFinancial and life planningIntergenerational empathyUnderstanding trade-offs
“At 100, retire comfortably or invest in a new career and community contribution?”
Accessibility and inclusion

Raised age markers, textured resource categories and spoken event descriptions.

One essential playtest

Are all seven transitions achievable within the time limit?

02:30

Compare the four designs at a glance

DesignMoonboundHUMAN.exeSignal ZeroLife 140
Core actionBuild a networkAccept or override AIEncode and decodeChoose life paths
What makes it futuristic?Scarce lunar life supportHuman oversight of automationCommunication beyond phonesLonger working and living lives
WinConnect three stationsThree missions, trust ≥ 3Three correct messagesReach 140 with balanced resources
Game typeCooperative strategyEthical decision gameCommunication puzzleIndividual strategy
Key physical elementString networkDecision cards and trust trackSymbol/tactile cardsCircular life board

Build it with people, not just technology

Use the official design cycle: define the problem → identify constraints → brainstorm alternatives → select a concept → prototype → test → iterate → communicate. Let each teammate contribute ideas before committing to a design.

1 · ThinkDefine the future's human need and sketch multiple solutions.
2 · MakeBuild only what is needed for one complete round.
3 · TestWatch a new player, time the round, revise confusing rules.

Presentation plan from the brief

Allow approximately five minutes to explain rules, five minutes for playing and five minutes for judging and feedback. Individual rounds must still remain under three minutes.

Accessibility: Explain all visual content aloud; provide tactile alternatives and never rely on colour alone. The source specifically identifies a visually impaired participant.

Event clarification: The final slide mentions races and measuring tape, whereas the brief explicitly permits cards, boards, puzzles and role-play. Ask facilitators whether racing is actually required. The lunch/end-time notes also conflict; confirm the final schedule.

Prototype readiness checklist

Tick these as a team. Completion is a planning aid, not an official score.

0 of 12 preparation checks completed.

Official judging

Fun: 10 points, judged by the playing team. Future integration: 10 points, judged by facilitators. Groupwork: 10 points, judged by facilitators. Total: 30 points.