ICTU

Vorm

ICTU

Vorm

ICTU

Vorm

The Problem

The assignment we initially received was very broad. As ICTU works on societal issues with insufficient digital accessibility, our team was given the freedom to conduct research on this topic. From our research, we were then allowed to derive our own subject and issue.

My team and I focused on the scarcity of awareness regarding 'debts' among young people. They are increasingly borrowing money, such as using Klarna, without considering the consequences. By delaying payments, young people often fall into debt without realizing the implications.

We decided to address this issue and focus our project on it. The only condition from ICTU was that the product had to be digitally accessible to users. Beyond that, we had the freedom to structure our project.


Design question:

How can we prepare and inform high school students with ADHD aged 14 and above about future responsibilities through a playful approach?

The Solution

Through a challenging collaboration within my team, I was able to ensure that we concluded the project with our concept: Vorm. Vorm is a mobile game designed to help 14 to 18-year-old high school students (with ADHD) better prepare for future responsibilities.


The young individuals can download the game on their mobile devices and log in using their school accounts. We plan to capitalize on this by introducing a mandatory session at school, where students are required to play the game, perhaps during an economics class. We believe that if the students are given the freedom to play on their own, they may not take it seriously and may neglect it.


While playing the mobile game, the students navigate through levels to complete the game. The levels cover various topics related to their growing responsibilities, such as DUO (Dutch government organization for the implementation of study grants), obtaining a moped license, or finding a part-time job. The game will consist of four 'sectors,' with each sector corresponding to an age starting from 14 years. So, sector 1 corresponds to 14 years, sector 2 to 15 years, and so forth. The sectors do not align with their real ages; it is purely within the game. The faster a player progresses, the sooner they reach sector 4.

The Result

We presented Vorm to our client during an expo, where we could showcase a high-fidelity prototype to the attendees. The feedback we received from the client was very positive. He appreciated our vision for the concept and recognized the impact we could have on young people if we pursued it further. Therefore, he suggested collaborating after the summer break. Unfortunately, I heard little about it afterward, and the concept remained just an idea.

Contact

Let's grab a drink together!

Contact

Let's grab a drink together!

Contact

Let's grab a drink together!

Ethem Sariozkan © 2023