The Games We Play

Posts Tagged ‘water


As modern designed taps come into use, one should ask himself – Is it Eco-friendly?

If not, what can I do to reduce the wastage of water or conserve it?

I have used the Zip-lock bag as a metaphor for ‘Preservation’ of the excess water that is let out by the tap when NOT in use.



The tap in focus here works on a push down control and a shut-off function. So when a user presses the knob, the water continues to flow for 15 seconds and most of the time excess water is let out and wasted.



In my installation, a zip-lock bag is tied around the nozzle of the taps as a symbolic representation of collecting the excess water and preserving it for future use. The entire form is created to provoke some thoughts and questions in the user’s (viewer) mind. Out of the five taps, I have covered four taps with these zip-lock bags hence allowing people to go through all the blocked taps to use the opened one in the end. The text on the mirror provides extra aid to evoke a thought in people’s mind.

user A

Questions to ask your-self:

How much water do I use from this tap?

Can I avoid the wastage of water? Is it by avoiding the usage of such taps?

To what extent can design be eco-friendly in its function as well as modern in its form?

How much difference do I make by changing my choice consciously in order to save water?

user B


At first people didn’t notice the intervention until they went close to the tap and ‘almost’ press down the knob. They would pause and read the note on the mirror. The rest of the few minutes, before they move on to the open tap, either goes by in thinking about the wasted water from the tap, or by mere irritated reaction for having going through four blocked taps. But either ways there is some kind of thought that evokes in the viewer’s mind that in future (if the installation is carried for a longer period) will make people more aware and sensitive regarding the issue of water wastage in any form.


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cards2_copyStud of the Flood is a card game, based on the three words we picked – Abundance, Change Management and Board Game.

We took the words abundance to mean the reoccuring floods across the country each year. In response to these Floods the Department of Disaster Management has issued advertisments on radio and tv, instructing people on how to build their own rafts with everyday objects, and survive the flood. By playing this card game, players will collect objects to build a raft, and supplies, and may also have the misfortune of catching a disease.

By Dharmang and Tanvi

Pump It

Pump It is a 3D digital racing game focusing on the problems related to the distribution and transportation of water within an urban environment. There are three main goals of the game – 1. To create an enjoyable/fun gaming interface 2. while learning how to make quick decisions and learn management skills which will help the development of your city 3. to be aware about the possible prolblems that could occur while transporting water.

The aim of the game is to transport water from the Water Tank, owned by the private provider of water in PUMP NATION, to the various citizens of the city within a stipulated time limit. The tanker driver (the player) begins with 1000 gallons of water credit and a tanker named ‘Ghatotkach.’


The citizens have multiple uses of water – eg. residents want drinking water, farmers want agricultural water, factory owners want it for their machines. At the start of each delivery, the tanker driver has to decide which citizen needs water most urgently. He then follows the route to his destination.

There are various obstacles on the way, such as oil spills, bumpy roads, tyre punctures, which can delay the delivery of water as well as cause water leakage. Eg. if the tanker goes on a bumpy road, 30% water leakage occurs.


Once the water is successfully delivered in enough quantity within the time limit, the tank owner receives water credits, eg 500 gallons. From this he can further deliver water to more citizens. Also, he can exchange these water credits to improve his tanker/truck – eg. improving mileage, increasing water capacity, etc. Also, he can improve his supply systems by buying GPRS machines, mobile phones, sms services, etc.

If any citizen group/region does not receive sufficient water, there is a possibility of drought in that region. This may lead to riots, protests and other forms of civil disobedience in that region, which will block roads, and hamper the players ability to transport water.


There are three perspectives from which the game can be viewed.

  1. Map overview of Pump Nation: Here the player can see the various regions in his city and the water requirements within each of these regions. There will be a constant feedback mechanism telling him the percentage of water fulfillment.
  2. Route overview: The route overview shows the player the route he must take to his destination, delineating all obstacles on the way.
  3. The 3D racing environment: This is the ‘fun’ racing environment where the player must use his keyboard skill and dexterity and show his reflexes in maneovering between obstacles while racing.

The ultimate goal of this game is for the player to create an efficient water distribution/transportation system for Pump Nation while keeping all the citizens happy. The happier (water requirements met) the citizens are, the further Pump Nation will grow as city.

Urban development by controlling the flow.


This is a proposal for a game based on access to water, research development and individual/ team competition. The game is meant for school students in their Environment Science class . The aim of the game is to develop skills in field research and communication as well as to create awareness about the taboo topic of “toilets”. The game is divided into 2 parts. The first part involves going out into the field to collect information and developing basic comprehension of the subject matter. The second part, which involves a card game tries to help students share and assess information to create links and see the larger picture.

The following are images of the items that will be in the game kit:



Description of the game and rules

Front and back of set of cards to be handed out to each team in which they will collect thier "secrets"


Basic questionnaire that the teams can use to develope their own questions to be used during field research

peepoo badges

badges that will be handed out to each team of 2 before they head out into the field

set of cards

Icons/ stickers that will be placed on a map of locality(printed by facilitator) to pin-point the location of each team's target


map with the icons placed

Water Works is the game proposal we came up with using our words water- consumption and uses, procedural knowledge and chance. It is a 3D simulation of an everyday situation in an urban household setting. The player can choose his/her avatar and have to manage their main resources which are water and money in order to finish their daily chores. They will face (by chance) disastrous events as well as rewards if they manage their resources well. They finish the game if they complete all their tasks on time and make wise decisions regarding the mode of doing their chores and managing their resources well. If they have excess water or money left at the end, they can carry it on to the next game using their water card.

This could also be developed as a multi-player game, with each person taking on different roles in a family in the household.

To begin with is a slide of the rules and situations that could occur in the game. Following this are screen shots of how different scenarios could be visualised.

Introduction, Rules of the Game

The Kitchen Senario

Living room with the news flash

Bathroom with a different news flash

End of the game

Theme : Water Infrastructure

Meaning : Physical Skills

Medium : Performance

This single player game of Sky droppings is about creating customised infrastructure for collecting water during the monsoons. The player has to perform the task of collecting water, thereby learning  physical skills. From using an inverted umbrella to collect water, to creating a water collecting object using tanks, pipes and taps, the degree of complexity and challenges increases with the increase in level.

The predominant rule in the game is to avoid obstacles such as puddles, cacti, acid rain and bird droppings. The games simplicity lies in the fact that there are minimum rules. If one cannot collect enough water in the given amount of time, there would be no life left to carry on.

Though anyone can play the game, the interface and graphics have been designed keeping children in mind. The game would be available in the monsoon season, so that they can actually implement some tasks of the game in real life.

Joint effort put together by
Sharvari Shah
Sargam Gupta