not alone app

Exploring the possibility of gamifying the cityscape in such a way that it becomes fun for people to get together and enjoy social interactivity.

Currently, the solutions offered in both the social networking and social gaming space are extremely lacking in the social aspect. In the social networking market, platforms such as Facebook and Twitter may connect people online and allow for a plethora of online interactivity, but do not actually allow for people to be more social in the physical sense; being social in real life. It is a similar situation with the so-called “social” games. These games offer more and more ways for players to interact with each other within the game space, and out of the game space but still digitally. It is now possible for players to send each other virtual gifts and messages, meet up in the virtual world to play together and the like. And yet, these players are not being social; they are still in front of their computers or gaming console of choice, just like the social network users who too are glued to their screens

not alone

What Is Not Alone?

Not alone is a game about social interaction and urban exploration. It is a game that is played by going out into the city and meeting new people and having genuine social interactions, something that is missing from today’s so-called social games and social networks. Not Alone seeks to be a truly social gaming experience.

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Problem Space

Currently, the solutions offered in both the social networking and social gaming space are extremely lacking in the social aspect. In the social networking market, platforms such as Facebook and Twitter may connect people online and allow for a plethora of online interactivity, but do not actually allow for people to be more social in the physical sense; being social in real life.

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Design Opportunity

In this new media landscape that connects us more and more virtually while isolating us physically, that a design opportunity arises: What if a truly social game could be developed?Is it possible for gaming to be harnessed as a force to encourage real social connectivity? Or is it possible to gamify the social networking experience in a way that gets people to go out and actually be social?

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Sponsorship, Location, Wearables

A model of advertising real businesses inside the game could be a way to fund the operation of Not Alone. The sponsor businesses’ presence in the game adds to gameplay and provides tangible rewards without being obtrusive. These locations can also act as real world markers for the virtual game world; a place for the game world to exist in physical space via signage and other physical media.

Sherman Tam is a Vancouver-based communication designer with a focus on user experience and designing for the screen.To learn more about this project, or to discover other design work by Sherman, check out his portfolio here.