What if we reversed Pokemon Go? Let’s say we took all the outcomes and behaviours that Pokemon Go generates (like actually leaving the house, discovering new areas, and working collaboratively), but have those outcomes as starting points in a design process? We’d end up with a ‘gamified’ platform; interactive media that moulds your behaviour through design, to do what it wants you to do. Using the ‘reverse’ design mindset for curating desired behaviours with the finish line in mind, Betty shows how this process can help us to better encourage relevant participant emotions, interactions and other behaviours that would be desirable to gain untapped insights, participant engagement and participant loyalty.