Sow & Tell, front of card with hand illustration and seed trail
Sow & Tell Play Guide, game instructions

Sow & Tell: A Seed Collection Activity for Community Engagement

Sow & Tell is a seed collection conversation toolkit that uses native and invasive plant identification as an accessible doorway into deeper civic dialogue on green space, displacement, and belonging in Boston neighborhoods.

UX Designer & Game Designer

  • Co-designed the conversation framework and toolkit mechanics
  • Led plant research and content writing for the plant ID cards
  • Contributed to iteration decisions across two rounds of testing

Team

Agata Albiol
Saumya Pasi
Yurui Xie
Shannon Haley

Tools

Figma
FigJam
Adobe Illustrator
Laser cutter

Partner

Civic Data Theatre
Dani Snyder-Young

Duration

4 Months

Designing a toolkit for civic conversation on green spaces and gentrification

In Boston neighborhoods like Dorchester, green-space development and gentrification are deeply intertwined. New parks and "improvements" can raise property values and accelerate displacement of long-time residents. The young people most affected are rarely included in civic conversations about these changes.

Our partner, Civic Data Theatre Collaborative, asked our team to design a participatory framework that could generate qualitative, art-space-compatible data, material that could inform policy.

Flowchart from Dani Snyder-Young meeting mapping Data and Workshops to Qualitative and Art Space Data, leading to Plays and policy action

Mapping civic data to policy action

Before designing the toolkit, we worked with Dani to map how different kinds of data, quantitative, qualitative, and art-space, flow toward policy action through performance. This became the foundation of our design: our toolkit had to produce stories, observations, and embodied insights that Civic Data Theatre could use as a point of departure for drama work.

Initial framework: Hyde Park High neighborhood map with sticker overlays marking transportation, local businesses, schools, parks, and corporate chains

Initial framework: a neighborhood mapping activity overlaid on Hyde Park, with sticker categories for transportation, local businesses, schools, parks, and corporate chains.

Refocusing from a complex map to a single, powerful toolkit

Our original framework was more ambitious. It combined a neighborhood mapping activity, a seed-type identification system, and parallel tracks for teens versus elders and neighborhood foraging versus established sites.

When we prototyped this, the cognitive load was too high. Participants couldn't identify plants, place them on a map, and answer reflective prompts in a single session. We made a hard decision: drop the mapping component entirely and refocus the prototype solely on the seed collection framework, allowing it to stand on its own as a simple, grounded tool for gathering qualitative data from children and teenagers in a creative way.

A three-stage conversation blueprint, before the cards

Before designing the final toolkit, we developed a three-stage conversation framework as an early iteration. It mapped out how a workshop might flow: from outreach and survey, to facilitated dialogue, to structured group reflection.

Early framework blueprint showing Pre-Conversation recruitment funnels and pre-workshop survey, During-Conversation activity objectives and data templates, and Post-Conversation group discussion

An early three-stage framework: Pre, During, and Post Conversation. Later replaced by a new framework and the Sow & Tell card-based game.

01

Pre-Conversation: setting the stage

Outreach to high school students through schools, libraries, youth organizations, and faith-based groups. A short pre-workshop survey would capture demographics, interests, and awareness of green spaces and gentrification.

02

During Conversation: facilitated dialogue

Students would explore local green spaces, collect seeds, and reflect on changes in their neighborhood, guided by a data collection template tracking location, seed type, and insights.

03

Post-Conversation: capturing what matters

Facilitators would run small-group discussions and synthesize findings for community planners, capturing personal connections to plants, cultural memory, and shared themes.

In practice, this blueprint carried too much cognitive load for a single session. We refocused: a new, lighter framework and a self-contained card game, plant ID cards, action cards, and a laser-cut seed container, became the actual delivered prototype.

A new framework and a facilitator guide

We rebuilt the framework around a simpler arc, from setup to discussion, and paired it with a facilitator guide that supports real-time note-taking during the seed collection conversation.

Updated framework table showing five phases: Setup, Introduction, Seed Collecting, Gameplay, and Discussion, with rows for Student Experience, Facilitator Actions, and Materials and Resources

The updated framework: a five-phase flow from setup to discussion, with parallel rows for student experience, facilitator actions, and materials.

Sow and Tell Facilitator Guide: a printed table for documenting player groups, memory or story shared, community idea sparked, keywords and tags, plot points, and additional information

The facilitator guide: a printed worksheet that helps table facilitators capture stories, themes, and community ideas in real time.

Sow & Tell: cards, seeds, and shared insight

"Match seeds to plants, swap stories, and reflect on how green space shapes our communities. It's part nature walk, part neighborhood dialogue."

The final toolkit includes:

  • 15 plant ID cards color-coded by species: invasive plants, wildflowers, shrubs, and trees. Invasive species are clearly marked, "DISCARD! Invasive species."
  • 8 action cards with conversation prompts that move from observation to memory to systemic reflection
  • A laser-cut seed container for holding the cards
  • A Facilitator's Annotated Agenda with timing, prompts, and facilitation cues
Sow and Tell plant ID cards: invasive species with red borders (Oriental Bittersweet, Garlic Mustard, Black Swallow-Wort) marked DISCARD, and shrubs with green borders (Cattails, Winter Holly, Elderberry) showing seed close-ups and fun facts

Plant ID cards, invasive species (red borders) and shrubs (green borders).

Sow and Tell plant ID cards: wildflowers with orange borders (Dandelion, Black-Eyed Susan, Milkweed) and trees with blue borders (Red Maple, Pin Oak, Honeylocust) showing seed close-ups, plot point values, and fun facts

Plant ID cards, wildflowers (orange borders) and trees (blue borders).

Sow and Tell Bonus Blooms cards and six action prompt cards: Memory Lane, Plants and People, Community Roots, Nature as a Privilege, Forgotten Spaces, Cultural Plants

Bonus Blooms cards and action prompts that guide each round of conversation.

Sow and Tell components overview: plant ID card, Bonus Blooms card, instruction card showing components and point system, and the laser-cut seed container design

The full kit, plant cards, Bonus Blooms, instruction card, and the laser-cut seed container.

Sow and Tell kit packaged as a compact kraft box, shown as a product mockup, portable and easy to carry

Packaged as a compact, portable box, a handy way to carry the seeds collected during the activity.

Two pilot rounds, two rounds of learning

We tested the toolkit in two pilot rounds. The first used 12 plot points and 5 cards; the second tightened to 5 plot points and 3 cards. Across both rounds, the cards surfaced exactly the kinds of stories we hoped for, and also surfaced where the toolkit needed work.

Outdoor seed collection in progress: participants point out plants and gather seeds around a Boston neighborhood

Out in the neighborhood: participants identifying plants and collecting seeds.

Sow and Tell card gameplay at a table: participants play plant ID cards and action prompt cards during a pilot session

Indoor pilot session: testing the card mechanics and conversation prompts.

"Has memories of family having Holly plant, and removing lots of dandelions from grandparents' lawn. Dandelion anecdote for home country, childhood memory, grabbing floating flowers." — Pilot participant, on a plant that sparked a memory
"This is a seasonal activity. In order to identify plants, they need to have grown to a certain size. Same with trees. To collect seeds, this activity needs to be conducted in the summer/fall." — P2, second pilot

The most valuable insight came from a participant who was new to Boston, who could only recognize about 5 of the 12 plants. They surfaced a critical requirement:

Reword the questions to make them accessible for players from different cultural backgrounds, for example, a player from China who has lived in Boston for only eight months and may be unfamiliar with the local environment, plants, and wildlife.

What I'd carry forward

Sow & Tell shifted how I think about designing with, rather than for, young people. The right doorway matters more than the destination: asking teenagers about gentrification directly produces silence, but asking about a plant that disappeared from their block produces stories that carry real political and emotional weight.

If I ran this again, I'd test with actual high school students earlier. We did our pilots with adults because of timeline, and the gap between intended and tested users shaped our findings. I'd also revisit the mapping component we dropped, not for the first version, but as a Phase 2 layer once the core conversation is established.

Next Project

Uncharted Tides