ONE CHOICE — Interactive Addiction Awareness
Growing up, I watched people I cared about get swallowed by addiction. It wasn't dramatic at first — it never is. It was slow, quiet, and by the time everyone noticed, it was already too late. That stayed with me.
In 2025, I decided to build something about it. Not a poster. Not a pamphlet. Something you actually feel. In South Africa, 41 people die from drug overdoses every single day — 15,000 deaths a year. One death every 40 minutes. Those numbers are real but they don't land. They don't make you feel the weight of a single life lost.
I was watching Black Mirror: Bandersnatch when it clicked — interactive storytelling. Not a lecture, not statistics on a screen. An experience where your choices determine the outcome. What if instead of telling people "don't do drugs," I showed them the exact moment where everything goes wrong — and let them make the choice? This became ONE CHOICE.
I started by researching South African addiction statistics and recovery resources. I mapped out the psychological progression: Promise → Hook → Lie → Spiral → Bottom.
Design philosophy: dark tunnel aesthetic that gets progressively darker, no judgment (just reality), two paths — walk away (good ending) or take it (6 stages of descent), real SA crisis hotlines at the end. I prototyped different narrative structures. Linear storytelling felt preachy. Multiple branching paths felt too game-like. I settled on one critical choice at the beginning, then an unavoidable descent if you choose wrong. Just like real life.
The SAGE concept emerged from wanting ongoing support, not just a one-time scare. SAGE (Support & Guidance Engine) is an AI companion for recovery — the preview shows the concept, and the full version uses Claude API for real conversations.
ONE CHOICE is an interactive narrative that puts you at a party. Someone offers you something. You choose: Take It or Walk Away.
Walk away → good ending immediately. Take it → you experience 6 stages showing the reality of addiction: 1. The Promise (the first high), 2. The Hook ("just weekends" becomes whenever), 3. The Lie ("I can quit anytime"), 4. The Spiral (complete chaos), 5. The Bottom (SA statistics, reality check), 6. Recovery (SAGE AI preview, real crisis resources).
Features include choice-driven narrative (Bandersnatch-style), progressive UI darkening as you descend, real South African crisis hotlines, SAGE AI companion preview, and full responsiveness. The full version includes SAGE powered by Claude API, user authentication, sobriety tracking, and community features.
Final Product
What I Learned
No one remembers statistics. Everyone remembers making a choice and seeing consequences. Interaction creates emotional investment that facts never can.
The progressive darkening wasn't aesthetic — it was psychological. As the experience gets darker, users feel the descent viscerally, not abstractly.
I avoided "drugs are bad" messaging entirely. People responded far better to empathy and human reality than to lectures or shock tactics.
SAGE isn't a chatbot gimmick. It's 24/7 support for people who can't afford rehab or therapy. AI can genuinely help if designed with real care.
This project isn't about a portfolio. It's about the 15,000 people who die every year in SA. If even one person uses SAGE to stay sober, it was worth it.
Next step
See more of my work