The Future is Designed in Tasmania

In the year 2030, something special was happening across Tasmania. From the rugged coastlines of the North West to the wild beauty of the South, students from every corner of the island were stepping up to solve problems that mattered—not just to them, but to their communities and environment.

It all started with a statewide initiative called “Design the Future: STEAM Challenge for Tasmania’s Youth.” The idea was simple but powerful: empower students aged 10–18 to tackle local issues using science, technology, engineering, arts, and mathematics—blending creativity with problem-solving.

One such team came from a small coastal town near Devonport. Their challenge? How to protect native shorebirds from rising sea levels and human activity. Using drones, GIS mapping, and environmental science, they designed a series of floating nesting platforms that could rise and fall with the tides. But it wasn’t just about function—they worked with local artists to make the platforms look like natural rock formations, so they blended into the landscape.

Another group from Hobart took on a different kind of challenge: how to make public transportation more accessible and eco-friendly. They built a prototype for a solar-powered bus stop equipped with real-time transit updates, USB charging ports, and even a mini-greenhouse to grow herbs for the community. Their project combined coding, electrical engineering, and urban design—with a splash of art in the form of painted murals that told stories of local history.

In Launceston, a team focused on reviving traditional Indigenous knowledge through modern tech. Partnering with Palawa elders, they created an interactive augmented reality app that teaches users about native plants, their uses, and their cultural significance. It was STEAM meets storytelling—and it helped bridge generations while celebrating Tasmania’s deep heritage.

Each project was judged not only on its technical merit but also on how well it addressed real needs, how creatively it was designed, and how it brought people together. Winning teams earned mentorship from local scientists, engineers, and artists, and some even saw their ideas turned into pilot programs by councils or conservation groups.

What made the challenge so impactful wasn’t just the innovation—it was the way it brought young people together across disciplines and backgrounds. Artists learned to code. Scientists learned to paint. Engineers learned to listen. And everyone learned that design isn’t just about making things look good—it’s about solving problems, telling stories, and shaping the future.

By the end of the year, one thing was clear: Tasmania’s youth weren’t just learning STEAM—they were living it. And in doing so, they were building a smarter, greener, more creative island, one design challenge at a time.