Case study  /  2025  /  Service & Game Design

Arkos: The Age of Consequence — Making Systems Thinking Feel Consequential

Arkos uses hybrid game design and AI-assisted simulation to put university students in the seat of a global minister — forcing them to feel, not just understand, how their policy choices ripple across social, economic, and environmental systems.

Service DesignGame DesignLearning DesignUX/UISystems ThinkingHybrid ExperienceAI PrototypingSerious GamesFacilitation Design
My role
Lead UX/UI Design · Information Architecture · App Prototype · AI Prompt Architecture · UX Writing
Team
5 people — Aadi Rao, Ashwin Vasudevan, Joan Yieke, Jon Li Yeng, Michael Fua
Client
BlueWay (Ulrich Golüke & Nathalie Spittler)
Duration
8 weeks · Sep – Nov 2025
Context
Digital Service Design course · SDSI, University of Lapland
Tools
Figma · Miro · ChatGPT · Service Blueprint
Arkos — The Age of Consequence
Quick glance
Situation
Earth4All is a hybrid systems-thinking workshop game, grounded in real economic and climate modelling — but it was losing players before it got interesting. Sessions ran 3–4 hours, front-loaded complexity created a cognitive wall, and engagement dropped before the negotiation and debate that made it worth playing.
Task
Redesign the experience in 8 weeks — shorter, more emotionally resonant, and far less overwhelming — without sacrificing the learning depth of the underlying Earth4All model, and without the team being able to rebuild that model.
Action
Observed playtests and mapped where curiosity turned to confusion. Made three concrete moves: cut the interface down to two policy sliders per ministry, rebuilt onboarding to teach one causal loop before revealing the rest, and made the systems map visible as a puzzle players assembled through play rather than a diagram they were shown. With ChatGPT as invisible infrastructure standing in for the game, the result was a 2-hour session — down from 3–4 — that reduced the information load during onboarding.
Reframe
How might we redesign the game into a well-paced hybrid experience where players must collaborate and negotiate, and under the guidance of facilitators, understand social, economic and environmental interconnections, and experience causal loops and time delays?
Result
All three learning outcomes met — players demonstrated understanding of causal loops, cross-ministry interdependence, and the human cost of systemic trade-offs. BlueWay issued a formal letter of recommendation, citing the team’s improvement of the simulation’s user experience and its innovative use of AI as a teaching tool.
Three decisions that defined the experience
Citizen voices before data
Every round opened with short quotes from affected citizens — before players saw any numbers. This reversed the original game’s logic and gave players a reason to care about the indicators before they understood them.
The systems map as a puzzle
Rather than presenting all 16 causal loops at once, the tutorial introduced one reinforcing loop and let players assemble the rest through play — building the map on the table as they discovered connections. Complexity arrived as discovery, not instruction.
AI as invisible infrastructure
ChatGPT processed all slider inputs and generated simulation outputs. Players experienced it as a live system responding to their decisions. The prompt architecture was designed so outputs felt authored, not generated.
The core move

The existing Earth4All simulation could not be modified by either the team or the client. To test whether players could understand the system and make meaningful decisions within it, we designed a Wizard-of-Oz prototype using ChatGPT as the simulation engine. It processed each ministry’s slider choices and generated dashboards, news headlines, and citizen voices in real time.

Arkos — the Wizard-of-Oz simulation