From early in our project planning we wanted to find new and interesting ways to use fiction to promote education in technology, which we anticipated would require a difficult balance in creating the right conditions to promote the joyful yet challenging exploration of technological tools.
The Age of Turing universe is a mild dystopia, a place where people have to deal with great social constraints to freedoms, but also a place where people have learned (inspired by Turing’s life) to use knowledge of technology to regain some of those freedoms. It is an alternate universe where people have developed ways of helping each other for this purpose, including a peculiar form of pay it forwards called Origami Forward. A place where people have become very hands on about making the technology they need. For example, their reaction to not having net neutrality or free speech on the internet is to make their own devices out of parts, allowing them to create their own underground networks at a massive scale, only to then use these networks to help others learn the skills they need.
For the Age of Turing experience we want the characters and game players to solve problems using real technologies and tools (like Raspberry Pi, Arduino, simplified coding interfaces, etc). We want our in game heroes and heroines to create tools and learn skills based on those technologies that can motivate the game participants. In turn we hope that they'll further their learning by engaging into easy to follow tutorials. It is really important to us that this experience allows the audiences realize that while learning new technologies is not necessarily easy, it can be a fun worthwhile experience.