The Ideas Game

An interactive card game that helps groups generate creative, behavioral science-backed solutions to real-world environmental challenges.

Design Tool
Group Activity
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The Ideas Game is a design-thinking type of card game designed to help groups generate innovative, behavioral science-backed ideas to tackle real-world environmental challenges.

The game kit comes with five sets of cards: one featuring various target individuals or groups (like teachers, sailors, or car owners), another with environmental issues such as carbon dioxide emissions, water usage, pollution, or deforestation, and a third with 100 behavioral science and gamification tools.

Players randomly select a target group, an environmental issue, and three behavioral science strategies, combining these elements to spark creative, unconventional solutions for measurable environmental change.

This game draws on Katie Patrick’s signature behavioral mapping card kit, which focuses on analyzing environmental customer journeys through a structured process.

The Ideas Game offers a light, playful way to learn this method, encouraging participants to think critically about how behavior can be influenced to drive positive environmental outcomes.

By blending randomness and behavioral science, the game inspires creative thinking, group collaboration, and the generation of actionable ideas for sustainability.

Key Features:

  1. Target Groups: Cards representing various actors such as teachers, sailors, or car owners.
  2. Environmental Issues: A range of environmental data points to tackle, including carbon emissions, water use, pollution, trash, and forest cover.
  3. Behavioral Science Tools: A deck of 100 cards offering scientifically-backed strategies and gamification techniques to address the selected environmental challenge.
  4. Creative Ideation: The random combination of cards encourages out-of-the-box thinking, helping players approach environmental issues from new angles and develop effective, innovative solutions.

Psychology Techniques

Constructive Imagination

Active creative exercises involving writing, drawing, or building models of eco solutions.

Design Tools

Tools and systems to design better behavior-informed products of change.

Interactivity

An interactive experience designed to increase people's emotional attachment to the issue.

Groups

Putting people into groups as a way to create accountability, social cohesion, and social diffusion that leads to persistent behavior change.

Novelty

An exciting and unusual experience helps to attract attention, build emotional resonance, and make information stick.