Sunlight and window shadows fall across the Weldo board and a dark green die: numbered squares from START at 1, with mint green PPE icons (welding helmets, headphones, gloves and masks) on some of them.
Work

UNIVERSITY LIVE BRIEF WITH 3M / SAFETY TRAINING

2025

Weldo

An experiential safety-training system that helps welders feel the consequences of skipping PPE, and the relief of making a safer choice.

PROJECT
University live brief with 3M
TEAM
Team of six
MY ROLE
Prototyping lead and icon design
YEAR
2025

THE PROBLEM

Welders know the risks of skipping PPE. They skip it anyway: it's uncomfortable, they're rushed, and nobody around them wears it.

WHAT WE BUILT

A life-sized, cooperative game. Players start with props that simulate vision, hearing, lung and skin damage, and take them off by landing on PPE squares. The squares use icons instead of words, so the board does not depend on a shared language. We also made an awareness film in several languages.

THE CONSTRAINTS

The brief asked for a modular tool with digital and tangible parts that works across languages and site conditions. We built the props and the full-size board ourselves, from everyday materials.

WHAT HAPPENED

Ten welders played for about ten minutes. 7 of 10 said the props mimicked symptoms they'd begun to feel. The project was selected by 3M for a presentation to stakeholders from across the MENA region.

The brief

A live brief from 3M

Create an interactive, modular demo tool that uses digital and tangible elements to show welders the long-term health risks and the protective benefits of PPE, across languages and site conditions.

Research

We started with the welders

We interviewed 15 welders at two factories, and reviewed 3M's existing awareness material. It listed the major health consequences of skipping PPE, but it was text-heavy and dull to read.

  • 12 of 15

    struggled with arc eye while learning

  • 10 of 15

    are aged 30–40

  • 5 of 15

    speak Hindi as their first language

  • 8 of 15

    currently have eyesight problems

What we heard

Six things came up again and again

We clustered our notes, built an empathy map, and narrowed to a smaller set of needs and emotions.

  • Training is rushed

    It's mostly peer-led and informal.

  • PPE is uncomfortable

    Heat, fogging and sweat lead to avoidance.

  • Learning is painful early on

    Severe eye irritation, burning and difficulty sleeping.

  • Injuries are normalised

    "You get used to it."

  • Language is a barrier

    Hindi, Malayalam, Tamil, Urdu, Arabic and Bihari.

  • Attitudes differ

    Senior welders felt protected by their years of experience and played down the risk. Others put speed and income first.

The problem

Welders know the risks.

Three things stop them acting on it.

  • Comfort

    PPE feels hot, heavy or restrictive.

  • Time pressure

    Rushed jobs mean skipped gear.

  • Habit

    Everyone around them doesn't wear it, so they get used to it.

That led us to frame the problem around habits and social norms. The formal safety material and daily practice on site were far apart.

What the research says

The damage builds slowly

The WHO and ILO classify welding as a high-risk job.

  • Chronic vision damage

    Including cataracts.

  • Permanent hearing loss

    Noise-induced, and it does not come back.

  • COPD

    Chronic obstructive pulmonary disease, from years of fumes.

  • Chronic dermatitis

    With a higher risk of skin cancer.

Ideas

From idea dump to one direction

To shift attitudes toward PPE, welders needed to engage with their environment instead of being lectured.

  1. 01

    Idea dump

    Every idea on a sticky note.

  2. 02

    Roses, Buds, Thorns

    What works, what could, what does not.

  3. 03

    Crazy 8

    Eight quick sketches of the strongest ideas.

  4. 04

    One direction

    Emotional, to work on attitude. Game, to make the learning interactive.

Sorting the idea dump into clusters.

Many ideas leaned on AR and VR or on graphic posters. We set those aside because they wouldn't change behaviour the way play could.

For the film we chose the family story over a single welder's story, because emotional messages tend to persuade more in cultures where decisions are tied to family.

Why a game

Adults learn by doing

Adults are self-directed learners. They explore and experiment, and they only accept knowledge that feels practical and necessary.

  • 14%

    more skill-based knowledge than the comparison group

  • 11%

    more factual knowledge than the comparison group

  • 9%

    better retention of the material

Reading the numbers

From a meta-analysis of 65 studies of computer-based simulation games, so we treated the numbers as a hint for a physical, life-sized game.

Sources

  • Sitzmann, 2011A meta-analytic examination of the instructional effectiveness of computer-based simulation games.Personnel Psychology, 64(2), pp. 489–528.
  • Kolb, 1984Experiential Learning: Experience as the Source of Learning and Development.Englewood Cliffs, NJ: Prentice Hall.
  • Knowles, 1980The Modern Practice of Adult Education: From Pedagogy to Andragogy.Revised edn. Chicago: Follett.

The solution

Weldo

A cooperative, life-sized game that lets welders feel the discomfort of skipping PPE, and the relief of using it.

The board. The digital board and the four PPE icons are my work.

How the game works

The user flow

  1. 1

    Welders split into small teams and play together.

  2. 2

    Everyone starts wearing four props: blurred glasses, ear muffs, a mask and a rash sleeve. Each simulates damage to vision, hearing, lungs or skin.

  3. 3

    Teams roll a die and move along the board.

  4. 4

    Landing on a PPE square lets the team take off the matching prop, so the benefit of the gear is felt straight away.

  5. 5

    The first team to land exactly on square 25 finishes the game. Roll too high and you stay put until you roll the number you need.

  6. 6

    A facilitator guides a discussion after the game.

On the board

One icon, one symptom, one prop

Each icon matches one prop, one to one, so there is nothing to memorise. The helmet takes off the glasses, the headphones the ear muffs, the mask the mask, the gloves the rash sleeve.

  • Blurred glasses

    Vision damage

  • Ear muffs

    Hearing loss

  • Mask

    Lung problems

  • Rash sleeve

    Skin irritation

x2 squares let 2 teammates take that prop off at once. We added them after our first tests, when players finished with too many props still on.

We ran the game in reverse on purpose: comfort only comes from choosing safe behaviour, so the reward is relief. Nobody wins alone.

Why it works

Three principles behind the design

  • Cooperative

    Decisions and outcomes are shared, which reinforces teamwork and collective safety.

  • Immediate feedback

    Comfort or discomfort right away builds awareness and safer habits.

  • Learning by doing

    People learn through active participation and their own experience, then reflection, then a change in behaviour.

The look

Our colour palette was taken from the welders' own sites.

  • Fume black

    #000000

    Fumes and smoke

  • Warning red

    #FF0000

    Danger and hazards

  • Steel grey

    #D9D9D9

    The welding environment

  • Safety green

    #08F7C6

    Safety

Black and red are pure values on purpose: they match the high-contrast safety signage welders already see on site, and they stay readable on a printed mat under workshop light.

Building it

From whiteboard to full size

How the game went from a sketch to something welders could play, in four steps.

01 · Whiteboard first

We started on a whiteboard

We mapped the rules and player moves on a whiteboard, then tested a low-fidelity digital board in teams. Players still finished with too many props, so we added multiplier squares: two players remove props at once.

The board on a whiteboard.
The first digital board.
Playing it in teams.

02 · Advice and organising

Advice from an expert

A certified LEGO Serious Play facilitator who also works in gamification advised us to ground the game in learning theory, choose a name and brand, and test with the target group. With tasks piling up, I suggested splitting the team into research, design and prototyping groups.

03 · Full size

I led the prototyping

The props and the floor board are the physical interface, so we prototyped them in real materials and kept changing them until they behaved as intended. The mask took two tries. The physical board uses interlocking play mats, so it can be laid out in different sizes on site.

Blurred glassesFrosted folder paper glued onto 3D glasses, with the original lenses taken out.
The maskLoose cotton shifted when worn, so flat cotton sheets stitched between the layers kept the restriction in place.
The rash sleeveA glue gun built the skin-damage effect. Several rounds of colour mixing gave a convincing burn.

04 · The film

A story about one moment of neglect

We wrote and shot a multilingual awareness film about a welder and his family, showing how one moment of neglect can affect life beyond the workshop. Music, colour, pacing and silence kept it grounded.

Best with sound on. This is the English version. The film was also dubbed in Telugu, Arabic, Bengali, Malayalam, Tamil and Hindi: the language groups most of the welders belong to, and Arabic because the project is based in the UAE.

Shooting in a working workshop.

Testing

Usability testing with ten welders

A live session on site, with the full-size board and props.

  • 10

    welders played

  • ~10

    minutes of play

  • 7 / 10

    said the props mirrored symptoms they'd begun to feel, and that they'd pay more attention to their PPE

What we saw

Where they hesitated, and how fast they learned the game

First reaction and learning the rules

They hesitated to wear the props at first, especially the blurred glasses and the mask. After we explained the long-term effects of welding (eye damage, breathing difficulty, hearing loss and skin disorders) they became more open and put them on. After one roll of the die they understood the flow and joined in comfortably.

After the game

They said the rash sleeve and blurred glasses mimicked, in a small way, what they had begun feeling on the job. That was the shift the brief asked for: from knowing the risk to recognising it in their own body.

3M's view

The 3M team found the game immersive and a practical way to get welders involved and show them what skipping PPE costs.

Welders wearing the props before the game.

What broke

Four friction points and the proposed fixes

  1. Friction point

    Stickers started to peel

    Fix

    Use professionally printed matte or laminated stickers.

  2. Friction point

    Accessibility: The glasses didn't work for welders who already wear prescription glasses

    Fix

    Use clip-on lenses that fit over their own glasses.

  3. Friction point

    The mats didn't join properly because of inaccurate cuts

    Fix

    Use custom-cut foam or a single foldable board.

  4. Friction point

    The game ended abruptly

    Fix

    Add a short closing round where teams reflect before the session ends.

Reflection

What I learned

  • Serious topics can still be engaging

    Safety does not have to feel like a lecture. Play gave people a way to participate, make choices and understand consequences without losing the seriousness of the subject.

  • The rules matter more than the board

    Playtesting showed us that the experience could look finished and still not work. Small changes to the mechanics, like introducing multiplier squares, had a bigger impact on the flow than visual polish ever could.

  • Communication has to work beyond language

    Designing for a diverse workforce made us think beyond written instructions. Visual cues, simple interactions and multilingual storytelling helped make the message easier to understand and remember.

What I'd do differently

Test with welders much earlier

I would bring actual workers into the process before the mechanics were fully formed, to understand which situations, behaviours and consequences feel most true to their everyday experience.

What we'd build and try next

Take Weldo onto the worksite

The next step would be a site-ready version designed for toolbox talks, with modular hazard scenarios, a simple facilitator guide and short before-and-after checks to see whether the experience actually improves safety recall and decision-making.

Play Weldo

Play it yourself

A playable digital prototype of the game, in your browser. Race the bot, or share one screen with up to three friends. Skip PPE and the board blurs, sounds muffle and the edges darken. Land on a PPE square and it clears.

How do you want to play?

Pick your welders

    Weldo · Case Study

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