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Day 21 - Pickpocket

Social

Solution 1 - Educate by Play
Having observed for several hours I concluded that one of the most effective solutions lay in educating people. However this had the danger of becoming prescriptive. Therefore a playful "How Travel Savvy Are You" quiz aims to use play to educate.

Solution 2 - Haptic Pockets
Designing a pocket so a user can use it while an thief can't is difficult. Therefore, this solution aims to use haptic experience to alert users. A warm sensation caused by the friction of moving objects in a user's pocket might raise a user's awareness to items being lifted from their pockets.

I'm on an adventure - to explore the limits of design's ability to solve social problems, big and small. To do this I attempted to solve 50 problems in 50 days using design. I also spent time with 12 of Europe's top design firms.