Results of the survey:


Quantitive Data

Collecting Leader Stats

Collecting Answers

Qualitative Data

On the Timer:

Answers ranged from the small minority not noticing the timer to most participants expressing emotions like ‘annoyed’, ‘pressured’ ‘anxious’ ‘stressed’ and ‘worried’. Most participants during the feedback form expressed these keywords in most of their answers.

On the Questions:

The questions are obfuscated, the data I’m really looking for is the time taken to decide and the disparity in answers. Some people felt the questions had obvious ‘right’ answers, this wasn’t my intention and now I have collected data I can start to ascertain which questions caused people to hesitate to answer. The results surprised me,

While you favour keeping meat, will you advertise the benefits of reducing meat intake?

You have an adversary who is spreading fake news and misinformation. They claim you are at the centre of a conspiracy to sterilise and end the human race. How will you address the misinformation that is being spread?

The option to ban personal travel and whether to immediately ban all fossil fuels also caused some split.

While there were questions that did not create a split in answers participants expressed an interest in the solutions offered such as algae farming and protein fermentation.

On the Stats:

The stats need more juice for people to really see the consequences of their actions, which would have been time-consuming for this survey and not the focus of this prototype and test. However, it is interesting to note we are receiving some strong reactions to the stats at the end with participants feeling they were unjust, fair, that consequences weren’t fair because of the timer and so on.

The prototype experience overall:

Generally, the participants expressed satisfaction with the range of questions, leading to an interest in some of the topics set up. The FT coincidentally released a game very similar to the one I am designing, I will be taking some steps to push some of the themes of my game away from the FT example over the next few sprints.

On Self-Reported Emotions:

Many participants really enjoyed the experience, which was unexpected but does lean into the theory of ‘eudaimonic appreciation’. They also self-reported emotions similar to those expressed before, ‘stress’, ‘anxiety’, ‘worry’ and so on.


The act of having a timer appeared to make everyone want to spend longer on their decisions than without.