Public Education: From Science to Storytelling
To build genuine understanding and trust in synthetic biology, especially around complex ideas, we recognised the need to go beyond the traditional teaching. Recognising that people need new ways to relate to it. Thus, we focused our efforts into making synthetic biology accessible, visual, and interactive, reaching people across as many ages and backgrounds as possible.
From producing educational games and interactive models, to collaborating with student-artists and imaginative roleplay, we created experiences that reframe biotechnology tangible.
Dutch Design Week and SCORCH
SCORCH: the Scientific Communicator Of Remedial Colonised-gut Holobiote
This year, iGEM Utrecht will proudly participate in the Dutch Design Week (DDW) in collaboration with BioArts Laboratories. DDW is one of the biggest design events in Europe, showcasing the works of interdisciplinary designers, over the course of 9 days (October 17th - October 26th). This was no doubt an exciting opportunity, but it was quite the challenge. It required us to develop not only new technical skills, but change the way we view the project. The goal was to:
"Develop interactive tools that communicate synthetic biology concepts (here, the difference between a pill and engineered bacteria) in a way that is engaging, understandable, and memorable for a broad, non-specialist audience".
SCORCH: the Scientific Communicator Of Remedial Colonised-Gut Holobiote
Our solution was to create a simple, interactive teaching model: SCORCH. SCORCH is meant to be easy to approach and use, serving as a conversation-starter. We reached out for help to Lili's Proto Lab (LPL), Utrecht University's scientific prototyping lab, after hours of brainstorming, electronics, and woodworking, SCORCH was born.
SCORCH is a recycled plywood cut-out of the human body (simplified), equipped to read two NFC tags attached to a 3D-printed bacterium and pill, based on which it will send a signal to the lights in the brain, representing the effect of medication. The pill results in a short, flickering signal and needs to be constantly re-activated, while the bacterium generates a long, continuous signal. This allows us to clearly explain the difference between the effects of our bacteria vs a traditional medication in a very clear manner.
SCORCH interactive model showing pill vs bacteria signals. Note that this is an older code version, where the difference is illustrated using signal length.
Since we brought him into this world, SCORCH has been a conversation starter at events and presentations, appealing to kids and adults alike. He allows us to engage more with the public and simplify our project to be more approachable. SCORCH's next destination will be the Dutch Design week 2025, after which he will travel with us to the iGEM Paris Jamboree, so stay tuned!
Close-up of the bacterium
Close-up of the brain when activated
When Art Meets GutFeeling…or Science meets Art
As part of our public education effort we wanted to connect with people emotionally, creatively, and visually, beyond lectures and classrooms. We launched an initiative to explore our project through art by collaborating with student artists from across the globe.
Art allows us to open new ways of thinking about science, to address topics that seem unfamiliar and intimidating. Our goal was to:
"Make synthetic biology more human and accessible, but also bring awareness to the problems that we have identified from the Parkinson's patients and their families that we aim to help manage".
We invited a group of international student artists to participate in a creative dialogue around our project. How do they view gut microbiome, and what the future of living medicines will look like?,.etc. During these open-ended discussions, we talked about how science and society intersect, eventually narrowing down to 4 main prompts/themes:
- How do you see the gut microbiome?
- What is a living biopharmaceutical (e.g. bacteria producing medication)?
- What might the living medicines of the future look like?
- Pieces created based on the experiences described by Parkinson's patients
Student interpretation of the gut microbiome
Artistic representation of the gut microbiome as an ecosystem
Interpretation of gut microbiome
It was interesting to see that most of the artists saw the microbiome and terrarium, or a greenhouse. This made us think about the impact of language, and how it reflects in our perception of a scientific concept. For example, when describing our project to one of the artists as "little drug factory in your gut", his drawing took on a much more industrial feel.
Through this collaboration, we learned that science doesn't need to speak only in technical terms, it can be expressive and multifaceted, bridging creativity with rigor making complex ideas more accessible to a broader audience. Beyond that, this collaboration made the artists think outside of their own reality as we invited them to try and describe what feeling fluctuation in medication can feel like for Parkinson's patients, with work being driven by patient testimonies. Unfortunately, one of the works is only going to be finished after the wiki freeze, but we will be sure to add it, as it describes how precious yet anxiety-inducing time can be for Parkinson’s patients. We are excited to say that we will be bringing a few of the works to the grand jamboree, feel free to stop by our booth!
Poetry about living with medication
Dungeons and Dragons one shot: when synbio meets fantasy
Dungeons and Dragons or DnD is a popular, collaborative storytelling and role play tabletop game known across the world. It brings people together to embark on journeys across fictional worlds. This year as a part of our education our goal was..
"to create an interactive, narrative-based educational tool that uses roleplay to teach plasmid biology and biosafety concepts"
For the first time, iGEM Utrecht introduces: Pseudomonas Palace - The Shattered Plasmid. Available now through Resources.
Players playing Dnd
Players playing DnD
Pseudomonas' palace was created as part of the 2025 Utrecht iGEM team's educational efforts. The goal is to teach people basic concepts of synthetic biology and biosafety in a playful and creative manner. The adventure is designed so that a Dungeon Master (DM) who is familiar with some basic concepts of synthetic biology can convey them to a group of players who are unfamiliar. Players are motivated to not only learn about synthetic biology, but argue about the best approach to biosafety, for example, all within the context of a fantasy world.
The adventure takes place in a magical place known as the Gutlands, which may appear as a regular world full of buildings and people like we are used to in DnD, but which is all set in the intestines of a colossal being known as the Titan. Here, the lush microbiome used to be protected by the healing magic of the Plasmid, an artifact gifted to the wizard Pseudomonas by the gods. One day, Pseudomonas got corrupted by an unknown mutation, and he started to use the Plasmid for evil. That is when the gods intervened and destroyed the artifact. Pseudomonas was defeated, but the healing magic was lost along with the Plasmid. It is the task of the players to enter the ruins of Pseudomonas' Palace, find the shards of the Plasmid, and return the flow of healing magic to the Gutlands.
After this adventure one-shot players should understand what a plasmid is, and what the parts of a plasmid do.
Players should understand that a promoter activates the coded region, the coded region contains a gene with a desired effect, a reporter uses fluorophores to signal activation, a killswitch can terminate use of the plasmid and reason why a killswitch is needed for the biosafety. Besides this, players should be able to engage in conversation about the need for safety measures such as a killswitch, and argue for or against the integration of a killswitch in a plasmid.
We ran this adventure two times within the timeframe of iGEM for a total of six players, and are planning to play at least a third session, as four more players have expressed interest. As it turns out, there are plenty of people in our social circles who are excited to play DnD. Although many of them may have just been in it for the fun of DnD, it was interesting to see how naturally the educational parts of the adventure flowed into the gameplay. When players were made aware the world was a metaphor for the functioning of a genetically modified bacterial cell residing in the gut, there were several instances where players asked for clarification on how the allegorical world reflected the reality of synthetic biology. Because of this curiosity, the DM was able to incorporate education beyond the goals as initially described.
We got feedback from the players that the game was very fun to play and they had a great time doing so. We did hear that some concepts were still a bit complicated for those with no background knowledge on synthetic biology at all. From this, we learned that the balance between fun and education may have swayed a bit more to the fun side, where players were actually looking for the educational parts as well. Because of this, we edited the explanations of the plasmid parts to be a bit clearer in the play guide, which can be found under our resources page along with the adventure maps. The adventure can be played using the free to play rules of 5th edition DnD.