A demonstration by OPPOSITE Human-centred design and organisational psychology
HOW TO PLAY
Click the floor to walk. Pick an action, then click a person or object. Your character routes around furniture on its own.
You start in the carpark. Four areas in all, joined by doorways. Twenty problems are waiting, and several of them need more than one thing brought together before they will budge.
You are scored in five ways: physical safety, health and wellbeing, team trust, operational performance, and environmental quality. Fixing one at the cost of another is a real result, not a win.
Four levels of consequence. Some wrong answers are just funny. Some create a second problem later. Some close a door permanently. A few end the game.
People are the hard part. Several answers sound perfectly reasonable and are still wrong, and the best option is often only offered once you have gone and found something out. Be careless with somebody early and the best version of that conversation quietly stops being available.
Hiding a hazard is never the same as removing it, and neither is shutting everything down.
Number keys choose dialogue options. Enter dismisses messages. Escape clears your selection. Tab reaches every control.