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PATHFINDER: First Contact Protocol

ISV Curiosity bridge crew approaching Kepler-442b

"The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn." — Often attributed to Alvin Toffler, actually a mashup of Toffler + psychologist Herbert Gerjuoy

An interactive minigame that teaches cognitive flexibility through alien exploration. Built as a companion piece to a short-form video about critical thinking, frame-lock, and ambiguity tolerance.

Play Now License: MIT Built With


The Concept

fight-or-flight-or-frame-lock

When your brain encounters ambiguity, it wants to resolve the tension fast. Your amygdala fires, your threat-detection system spins up, and you grab the first explanation that reduces anxiety. That's frame-lock — the cognitive equivalent of fight-or-flight, but for ideas.

This game puts you in a context where frame-lock would cause you to miss the bigger picture.

cognitive-flexibility ambiguity-tolerance critical-thinking

The player is a science officer making first contact with alien phenomena. The scoring system rewards:

  • Open-mindedness — keeping multiple hypotheses alive while gathering evidence
  • Discovery accuracy — correctly identifying which explanations fit the data

Players who lock onto a single explanation early score poorly. Players who hold competing ideas without panic — who stay curious longer than feels comfortable — discover the deeper truth.

frames-and-framing lakoff gerjuoy

The game's design is informed by:

  • George Lakoff's work on cognitive framing — the frame is the message
  • Herbert Gerjuoy's original insight (via Toffler) — the illiterate of the future are those who haven't learned how to learn
  • Neuroscience of threat response — the amygdala doesn't care about your epistemology

energy-budget risk-mechanics

Not every scan is free. The scanner has limited power, and some tests carry real consequences — provoking unknown organisms, announcing your presence to a planetary system. The wisest explorers know which questions to ask and which stones to leave unturned.


Play It

Live: poqpoq.com/adobe/pathfinder/

Local development:

npm install
npm run dev

Production build:

npm run build
npm run preview

Architecture

src/
├── main.js                 ← Entry point
├── style.css               ← Mobile-first styles
├── state.js                ← Reactive game state
├── data/
│   └── encounters.js       ← 3 encounters, ship logs, ranks
├── ui/
│   ├── starfield.js        ← Procedural starfield
│   ├── scenes.js           ← Scene visuals (image + CSS overlays)
│   └── screens.js          ← Screen transitions
└── game/
    ├── encounter.js         ← Encounter rendering
    ├── evidence.js          ← Scan mechanics + risk dialogs
    ├── energy.js            ← Power budget system
    ├── hypotheses.js        ← Hypothesis management
    ├── report.js            ← Report phase + scoring
    └── results.js           ← Results, ship log, final reveal

Zero dependencies. Vanilla JS + Vite. Mobile-first. The entire game logic is ~30KB gzipped.


Discovery Packs

The architecture supports additional encounter packs. Each encounter is a self-contained data object — new scenarios can be added to src/data/encounters.js without touching game logic.


Credits

Concept & Direction: Allen Partridge (@doctorpartridge) Development: Claude (Anthropic) — architecture, game logic, scoring system, CSS, and module structure Scene Art: Generated with Meshy AI Icons: Brutalist Bob icon set

Intellectual Roots

  • Alvin Toffler — Future Shock (1970), Rethinking the Future (1997)
  • Herbert Gerjuoy — "Tomorrow's illiterate will not be the man who can't read, but the man who has not learned how to learn"
  • George Lakoff — Don't Think of an Elephant, Metaphors We Live By
  • Neuroscience of amygdala hijack, cognitive flexibility, and distress tolerance in the presence of ambiguity

Built for the LinkedIn learning community. Designed to make you uncomfortable — in the best way.

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