How might we improve the negative environmental impact of trading card games by showing players that concepts incorporated into gameplay are feasible in real-world scenarios?
How might we leverage the enormous amount of textile waste using a circular or ecosystem mindset into a product or service-based business whose own downstream is considered and designed from the outset?
How might we use deep time forecasting and storytelling to first examine potential impacts of current trends and patterns, then apply sustainable design frameworks to create solutions to future echoes of those issues.