ProjectsPlot Twisters

Plot Twisters

Founder and managing director of an EdTech design collective creating self-reflection tools

Plot Twisters is a design collective of designers, researchers, artists, and technologists passionate about creating playful tools to help us better understand personal narratives and build our journeys toward wellbeing.

I founded the part-time volunteer organization in 2019 and have grown it to a core team of eight, with strategic collaborators helping along the way. I serve as the managing director of the collective but am heavily hands-on, leading the creation of the brand, concept artwork, digital prototypes, and written communications.

Since 2020, we have been creating our flagship product, Twisterland. An immersive online game for nurturing emotional literacy, personal narrative building, and self-advocacy skills in young people, Twisterland will help players learn to compassionately self-regulate and critically contribute to their communities in consensual, strengths-based ways.

Plot Twisters plottwisters.org
Workshop at St Andrews University Workshop at University of Colorado Boulder

Photos from workshops St Andrews University and University of Colorado Boulder.

Metrics & Impact

Team Size
8 Core Members

16 occasional contributors, all part-time and voluntary

Funding
$50K Grant Award

Funded by IDEO and Riot Games through OpenIDEO grand prize since 2022

Strategic Relationships
10 Partnerships

Georgia State University, Diverse Intelligences Summer Institute, Sesame Workshop, and more

Experiences
13 Workshops

Online and in-person playtests, focus groups, and presentations in USA and UK

Plot Twisters Subprojects

Role Breakdown

I conceived Plot Twisters in 2019 for my undergraduate capstone at the USC Iovine and Young Academy. I developed the idea over the first year individually, visiting local middle and high schools and youth organizations in Los Angeles to test worksheet prototypes and conduct market research.

During years 1–2, I gathered a team of 8 members from diverse walks of life who all experienced this problem firsthand. Together, we spent these years collating insights from literature in the humanities, social sciences, and educational leadership, narrowing down our design principles and aims with our flagship product, Twisterland.

In years 2–4, I spearheaded business development by initiating partnerships with psychology labs and civic organizations. I also led our team to partake in residencies, fellowships, and presentations at Oxford University, Cambridge University, and the UN Internet Governance Forum, culminating in our team winning the $50,000 IDEO grant.

With the grant money, I reorganized our collective via an official organizational charter. Since then, I have returned to focusing on game design and development, collaborating in teams of 3–4 to flesh out Twisterland’s core mechanics, interactive game loop, and language processing algorithm.