Based on our continuous iterations, it was found that the game metaphor was the most productive and prompted participation. The artefacts designed for the game (object, place and game board) allowed for rich future-based narratives, by directing the activity towards desired outcome (Brandt, E.2006). This also increased active participation in the design process to co-create the ‘new now’ (Fuad-Luke, 2009). .
As the imagery allowed the players to make immediate connections (Sperotto, L. 2016) with the locations around the borough, and allowed for more place-specific narratives. Our main objective now was to consolidate the developed method and all its components into a toolkit that could be easily replicated and played without our involvement.
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The final rounds of testing provided us with an opportunity to take a few extra steps to refine the toolkit and make it more accessible, to accommodate a wider variety of groups. We did so by polishing the language of the task cards and adding more visuals in the place and object cards.
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Image 1: the rulebook of the ‘Southwark 2030’ toolkit, with the rules and details about the prompt cards that are included, the mechanics and the purpose of using the cards and its target audience.
The board design had an element of colourful squares that indicated each player's progress. The wavy path on the game board is designed with every player's coloured squares as they progress through it. However, there is a winner - the player with the most number of squares. The board was designed in such a way to highlight the properties of multiplayer competitiveness and collaborative-ness (Adams, 2014).


