Make your own law

A GPS game where students propose, debate, and bring their own laws to life.

ProDemos, The Hague (NL), 2021

Five teenage girls walk side by side through a city street, smiling and chatting. They wear red lanyards with badges, and some hold tablets as part of an educational activity.

The overview

ProDemos is an organization based in the political heart of The Hague dedicated to educating citizens, and particularly students, about democracy and the rule of law. To make civic procedures actually interesting to teenagers, they took the education out of the textbook and onto the streets.

The program starts in the classroom, where students draft their own bill proposals. The real action begins when they arrive at the ProDemos Center, splitting into teams for a GPS-guided mobile game. The app leads them through historical political landmarks, requiring them to complete tasks that simulate the reality of the lawmaking process. The journey wraps up with a custom animated film that serves as a debrief, giving them plenty to argue about once they get back to school.

  • A girl smiles while another student films her using a tablet, capturing a scene for the interactive assignment indoors.
  • Three girls stand in a tree-lined area, focused on a tablet screen as they work together on one of the GPS-based challenges.
  • Three girls sit on a park bench, looking at a tablet together, one pointing at the screen as they discuss.
  • Tablet screen showing a final congratulatory screen in Dutch with stars and a crown, marking the completion of the game.
  • Tablet screen displaying the structure of the activity and tasks to complete, with headings and icons in purple on an orange background.

The work

I led the UI/UX design and visual direction, coordinating a dedicated team and collaborating with external stakeholders to create a location-based learning experience. We connected three wildly different contexts into one unbreakable loop, balancing academic goals with rigid organizational and educational constraints. All of this, to keep a bunch of teenagers engaged on a screen while navigating a live city and competing with their own smartphones.

Unleashing groups of students into public spaces demanded a max attention to safety and inclusive game dynamics. Through cooperation, focus groups, and live field testing, I refined the interaction logic to make the experience loud enough to compete with real-world distractions, intuitive enough to require zero training, and secure enough to keep everyone safe. Working with the attention spans of teenagers is always by default a lesson.

The result

  • Led UX/UI and visual direction for a GPS-based educational game.
  • Designed a connected learning journey linking classroom preparation to on-site interactive play.
  • Coordinated a dedicated team and collaborated with external partners.
  • Applied iterative research and testing to validate engagement and comprehension.
  • Embedded inclusive design principles to ensure accessibility and safety for diverse student groups.
  • Applied game mechanics and motivation models to support playful, goal-oriented learning.
  • A group of teenage students gathers in a leafy urban area, wearing red lanyards and name badges. Some are seated on a bench while others stand around them, smiling and holding tablets as part of an educational activity.
  • Two girls stand on the sidewalk in front of a staircase, one holding a tablet and the other gesturing while talking, engaged in discussion.
  • Four young men stand under a tree, gathered around a tablet, collaborating on a task during the outdoor activity.
  • Close-up of a tablet screen showing a digital interface where users select a Dutch government minister as part of the game.
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Inter­planetary

IUAV University of Venice, Venice (IT)