The SA Government has teamed up aspiring digital entrepreneurs with those who have lived experiences from the community, industry and academia, to Discuss, Design and Deliver (D3) innovative customer led digital solutions to different challenges. One particular challenge was focused on ‘Keeping Women Safe’. It has taken place over two workshop style challenge days between 23rd of November and 5th of December 2015. A group of ASMS students felt extremely passionate about the topic and decided to enter, led by two teachers, Maja Williams and Feresh Pizzaro.
11 teams (including ‘ASMS Innovators’) have applied to the challenge to develop digital a solution that will prevent or lower the numbers of women experiencing or at risk of experiencing domestic violence, enable support networks to better assist victims of violence (including family, friends, colleagues, GPs, and police); challenge and eliminate the attitudes that perpetuate violence against women; educate women who are at greater risk of violence about the available support; and encourage the disclosure of violence and smarter responses to that disclosure. This initiative is a partnership between the South Australian Department of the Premier and Cabinet, the South Australian Office for Women and the Commonwealth Government.
As a response to this challenge, ASMS Innovators:
have teamed up to create an online interactive game/app tailored toward the young audience (9-18). The aim of the game will be to assist players in making sound life choices in a virtual environment which would be transferrable to real life experiences.
Being able to influence decisions made during early development years are critical if these youth are placed in serious circumstances later on in life. The lessons learnt from the proposed app could encourage youth to test responses and to better understand the framework of being an upstanding citizen. This would in turn shape the attitude and behaviour from an early age to change the culture of acceptance of abuse.
The team is aiming to instigate a change from the roots of our social and cultural traits rather than putting a bandage on an existing issue. As young people, this group has a unique position where they can access a large audience of other youth but also have an insight on how to make an educational app attractive enough for the younger audiences.
The team has managed to win (one of the three chosen solutions) the first round of the challenge and secure funding of $20,000 for the development of the first prototype, additional 2 scenarios and a business plan. The students have been extremely diligent with the due date of 29th January for the delivery of the prototype and the accompanying documentation, working hard throughout their summer holidays.
We wish them all the best, and good luck today!