KEYWORDS election, British Columbia, democracy, design, advertisement, campaign, youth ABSTRACT The focus of this paper is the process of creating an advertisement campaign to increase youth voter participation in the upcoming 2013 British Columbia provincial election under the leadership of Professor Chris Hethrington. The voter campaign is created through a partnership between Elections BC and Emily Carr University of Art + Design. Through collaboration with students in different design disciplines we broke the problem down into 4 different avenues to successfully address the physical and psychological obstacles to youth participation. In this paper we consider youth voters as those between the ages of 18-26. The goal of this project is to create a multi-platform design and social media advertisement campaign. DESIGNING THE YOUTH VOTE by SARAH WILSON According to Thomas Darwin, “[o]ur capabilities are tested by the fact that many (if not most) of the situations we encounter as communities present us with “wicked” problems. The most salient feature of wicked problems from the standpoint of design is that they defy our typical approach to problem solving.” [3] The issue of increasing youth voter participation can definitely be con- sidered a “wicked” problem. There are many facets within the issue that needed to be addressed. Attitudes and ideas around voting have changed with every generation; a feeling of civic duty motivates previous generations, while political issues and ease of voting motivate today’s youth voters. Our group was given one major constraint: because Elections BC is a non-partisan agency we were not able to use social, political or environmental issues as a platform for our campaign. CROSS DISCIPLINARY COLLABORATION The foundation of Emily Carr’s Design for Democracy course is based on collaboration. The class consists of students majoring in interaction design, communication design, industrial design, and critical studies. In her text “ZIBA: Design and the FedEx project,” Maggie Breslin speaks to the val- ue of collaboration in design: “Design research and the idea of connecting with users has become an acknowledged, if underused, value. [...] Now the key to great products is widely thought to be collaboration among a diverse set of disciplines, which can include visual designers, programmers, industrial designers, architects, engineers, anthropologists, researchers, and sometimes even users themselves.” [2] Collaboration between disciplines is a valuable part of the design process. The Design for Democracy course has been a valuable experience for students as it demonstrates the benefits of industry collaboration. WHERE DO WE START? Asa class, we reflected the age range we were targeting, and we consisted of both voters and non-voters. In essence, we were designing for ourselves. As a class, we first broke the problem down by media platforms: print, web, social media, video, and guerrilla marketing. We discussed our individual strengths within each of the areas and divided ourselves into groups, with each group being assigned one of the platforms based on their experience. Youth voter participation is a large issue; we had broken up into groups based on our strengths, but now what? M.P. Ranjan describes the creative process by saying that “[t]he process of design is the path of human intentions being pursued by the designer or user of design through the stages of explo- ration, composition, judgment and action. The stages are iterative and the designer revisits the previous stages to develop conviction and build support for the next move forward.” [4] Asa class, we struggled with how to begin tackling such a large problem. Most people who take part in creative processes know that addressing such a large issue is never linear. Throughout this process, we jumped back and forth to previous and later solutions. ANTHROPOLOGY & SYSTEMS “I