Innoverse:
‍Gamifying Strategy

Designing a multi-sensory learning engine for the innovator's mindset.

Product Strategy
Game Mechanics
User Experience
Project Overview

How do you *teach* an "innovator's mindset"? This was the core challenge of our graduate course. Complex academic frameworks like the UN's PRME Principles and Sustainable Development Goals (SDGs) suffer from an "abstraction gap." Students understand them intellectually but fail to internalize them emotionally.

Our challenge was to design a "conditioning program" - a product that would force users to practice the behaviors of an innovator. We moved beyond a standard board game to create Innoverse: a multi-sensory, immersive simulation. By integrating audio soundscapes, performative role-play, and collaborative mechanics, we transformed passive learning into an active, high-stakes experience. This project demonstrates how to make complex ideas simple, accessible, and engaging through strategic game design.

Project Fact Sheet
My Role
Team Lead, Design Strategist, Game Mechanics Designer
Team
Milap Salot, Vaibhavi More, Manav Oza, Facundo Sasson
Duration
10 Weeks | Spring 2025
Outcome
An interactive game solution with digital integration validated with rigorous playtesting
Methods
Systems Thinking, Strategic Insight Translation, Game Theory, Rapid Prototyping, Playtesting, User Research, Value Proposition Canvas
Core Competencies Demonstrated
Product Design
User Experience Research
Complex Systems Translation
Game Mechanics
Strategic Framework Development
Experiential Learning Design
Human-Centered Strategy
Strategic Problem Framing
Concept Ideation & Validation
Rapid Prototypng
Multidisciplinary Collaboration
Playtesting
Branding System
Go-to-market Strategy

The Strategic Gap: Making Theory Tangible

The assignment was to create a "conditioning program" to foster an innovator's mindset. We found a critical gap between academic knowledge and practical application. Abstract theories on responsible innovation are not "sticky" - they are passive, hard to internalize, and disconnected from real-world practice. More importantly, developing a mindset cannot be done by one-time transfer of knowledge.

Traditional educational tools rely on reading and memorization. We identified three specific user experience barriers that prevent students from truly adopting an innovator's mindset.

01
Abstract theory is not sticky

Frameworks like the 7 PRME Principles (Purpose, Values, Teach, etc.) are complex and difficult to memorize or apply from a lecture. A quiet classroom environment kills creative energy. Without sensory stimulation, users struggle to enter a "flow state."

02
Fear of Vulnerability in Classroom

Reading about innovation doesn't make you an innovator. Students lacked a "sandbox" to practice creative problem-solving and collaboration. Users felt anxious about "pitching" ideas in a raw format, leading to safe, boring solutions rather than bold innovation.

03
Lack of an active "Conditioning Tool"

There was no existing tool that merged PRME, SDGs, and innovation principles into a single, repeatable, hands-on learning experience. Turn-based play often leads to disengagement. We needed a system where everyone is active, even when it's not their turn.

The Approach: From Systems to Gameplay

Our strategy was to translate abstract systems into tangible game mechanics. We acted as strategic designers, mapping complex theories to simple, fun, and repeatable actions to create an experiential learning "product."

Phase 1
Deconstructing the "Wicked Problem"

We analyzed the course learning outcomes (PRME & SDGs) to identify the core behaviors we needed to elicit: rapid ideation, ethical decision-making, and resource negotiation. This resulted in a creative brief that defined our product's primary goal: create a tool that forces players to use creative methodologies and enhance collaboration. Main intention was to foster the Innovator’s Mindset that internalizes UN’s Principles of Responsible Management Education.

Key Learning: The problem wasn't to "teach" the principles, but to create a simulation where using the principles was the only way to win.
Phase 2
Systems Thinking

We mapped the overlaps between three abstract frameworks: The Innovator's Mindset (the goal), the 7 PRME Principles (the "how-to"), and the 17 SDGs (the "what"). We defined the essence of an Innovator’s Mindset and how it can be developed.

Key Learning: We found the core "user journey." Players would tackle SDG challenges (the "what") by applying PRME principles (the "how"), to develop the Innovator's Mindset.
Phase 3
Strategy for Game Mechanics

We translated our system strategy into core game mechanics. We turned each abstract principle into a concrete, playable rule or "product feature." We mapped the 17 SDGs as "Game Challenges" and the 7 PRME principles as "Action Cards." This created a clear loop: Use a Principle (Action) to solve an SDG (Challenge). We wanted this to be an immersive experience that is engaging for our target audience - university students.

Key Learning: By turning abstract concepts and goals into physical game tiles and cards, we made the "World's Problems" feel tangible and conquerable through collaborative action.
Phase 4
Prototype, Playtest & Iterate

We rapidly built a low-fidelity prototype and conducted multiple playtesting sessions to validate the core game loop and player experience (PX). Based on the feedback from the tests, we refined the gameplay to simplify secondary features and modified winning strategy. Feedback also showed that while the mechanics worked, the energy was low. This pivot led to the integration of the multi-sensory audio layer.

Key Learning: Mechanics alone aren't enough. We needed to design the *atmosphere* to lower social barriers and encourage play.

The Output: The Strategic Framework of a Learning Engine

Our strategic solution was to create a "learning engine" where game mechanics directly map to learning outcomes. This framework connects real-world problems (SDGs) with responsible innovation methods (PRME) to produce the target mindset.

The application of this learning engine was our concept of the "Innoverse" game kit. We designed "Innoverse" as a complete, tangible product - a "hackathon in a box" - that makes responsible innovation playable, collaborative, and memorable.

1. The Game Board:

The WorldPlayers navigate a circular "map of possibility." Landing on a tile triggers a challenge, risk, or opportunity, modeling the unpredictable nature of real-world innovation.
2. SDG Challenge Cards:

The "Why"These cards frame the problem. Landing on "Clean Water (SDG 6)" requires the player to draw a card and pitch a solution to a real-world problem, like "How might you provide clean water to all?"
3. PRME Cards: The "How"

This is the core mechanic. To "win" the challenge, players must creatively pitch their solution (by acting, drawing, etc.) and justify how it fulfills a PRME principle (e..g., "Purpose," "Values"). The group votes to award the PRME card, making learning collaborative and peer-validated.
Framework Application: The Innoverse Game Kit

A comprehensive, multi-sensory product ecosystem designed to make innovation instinctive.

1. Multi-Sensory Immersion

We built a custom Spotify Playlist acting as the game's "Dungeon Master."

Audio Rulebook: Reduces cognitive load by explaining rules via audio tracks making it more accessible.

Timed Soundscapes: Creates urgency during pitch rounds with rising tempo music.

2. Constraint-Based Creativity

To break the "fear of pitching," we introduced the "Immersive Pitch" mechanic.

The Constraint: Players cannot use words. They must ACT, DRAW, or BUILD their solution.

The Outcome: Forces lateral thinking and lowers social anxiety through shared playfulness.

3. Systemic Interdependence

We designed the resource economy to be intentionally scarce.

Resource Mapping: No single player has all the "Impact Coins" needed to solve a complex SDG.

The Result: Players *must* negotiate and partner to win, simulating real-world stakeholder management.

Strategic Impact & Value of Insight

Innoverse" successfully translated the course's abstract learning outcomes into a highly effective "conditioning program," proving that complex strategic concepts are best learned through experience, not lecture. The final product was validated through multiple playtests with design and business students. The feedback confirmed that we successfully bridged the gap between theory and practice.

Solved for Abstract Learning

Transformed passive listeners into active innovators. Players couldn't just know the 7 PRME principles; they had to use them to win the game, internalizing the concepts through action.

Created a Safe Space to Fail

The "Immersive Pitch" mechanic directly addressed the fear of public speaking by making it a creative, low-stakes, and fun team activity, building real-world confidence in a "sandbox" environment.

Validated as an Engaging Product

Playtesting feedback was not about confusion, but a desire for more - more complexity, more risks. This validated our core loop as highly engaging and proved the learning was successfully disguised as play.

Personal Reflection

As a design strategist, my role focused on translating the 'Innovator's Mindset' from a vague concept into a rigorous system of mechanics. I facilitated the synthesis of the PRME and SDG frameworks, ensuring that our game design wasn't just "fun" but that every rule and action was directly linked to a specific learning outcome. Our main constraint was the 10-week timeline, which we overcame by focusing on a rapid, low-fidelity prototype to test the core game loop early. I championed the decision to include the Spotify integration because I believe modern products must be multi-sensory to capture attention.

My key learning was that complex systems can be made simple and engaging through smart game design. Leading the design of the 'resource scarcity' economy was a deliberate strategic choice to force collaboration, proving that game rules can effectively simulate complex market dynamics. This project solidified my ability to take abstract requirements and deliver a tangible, user-centric product.This project proved that experiential products are often the most effective solution for teaching abstract concepts. It solidified my ability to deconstruct a "wicked problem," facilitate a multidisciplinary team, and deliver a tangible, human-centered product that solves a real-world strategic challenge.