Opposite × Australia Post
Designing Communications that Cut Through.
SIGNAL
Sent → Acted On
Enter the floor
OPPOSITE × AUSTRALIA POST
00:00
Edit mode, click any heading or line to change it · click ✎ to lock
⋮⋮The line
01 / 08
Workshop One
Follow one message,
from sent, to acted on.
Eight stops on the line. Tap one to begin.
Message
● SentActed on ●
Zone 01 · Inbound dock

Most safety messages travel the wrong distance. From sent, to read. Not from sent, to acted on.

Today we follow one message across the floor, through the same eight steps every message takes to reach a person and change what they do. Communication is not what you send. It's what people experience, understand, and act on.

The journey
Sent → Seen → Understood → Acted on
The language
SIGNAL · six principles
You leave with
A shared method + priorities for WS2
Zone 02 · Induction scanner · attention

You get one glance. What survives it?

A message is about to flash on screen for a fraction of a second, the same fraction a scanner, a driver, a sorter gives it in real life. Don't read it. Just look. Then tell us what your eye actually caught. What survives the glance is what the design made unmissable, and those are the rules we'll build every artefact around.

Example 1 / 5
Watch the screen
Ready

What did your eye catch?

Watch the screen, then call out the first thing you remember. Not the whole thing, the one thing.

What actually cut through
Across all five: why those things survived, the attention rules
Colour & contrast win first
The eye is pulled to the one thing that differs, the red, the block. Everything can't be loud.
One focal point, not five
A single dominant element gets remembered. Competing elements cancel out.
Shape & number beat sentences
Icons and a single figure register pre-reading. Body copy needs time the glance doesn't give.
Position sets the reading order
Top-left and centre are seen first. Put the one action where the eye already lands.
Hold onto what the room caught. Every artefact we design today has to earn that same glance before it earns anything else.
The psychology of attention · why the glance behaves this way
Zone 03 · Sort hall · sort fact from fiction

Real finding, or red herring?

Eight field reports came off the floor, one at a time. Some are real signals from the discovery interviews and survey. Some are plausible decoys, the kind of thing we assume is true. Call each one as a room, then flip it. Real findings stamp green and name the theme they point to.

Report 1 of 8 · call it, then flip
Zone 04 · Data room · what your people told us

The discovery, on the record.

Two sources, one story. The interviews tell us why messages miss; the survey tells us how much. Tap the themes you recognise, the more the room agrees, the bigger the mark.

Interim read · 4 of 11 interviews + 9 survey responses · de-identified, weighted to safety & office roles. Signals to test, not final numbers.
Zone 05 · Framework bay · the shared language

SIGNAL: six things a message must earn.

A message only changes behaviour if it clears all six, in order. Miss one and it stalls. This is the language we'll use for everything that follows.

Zone 06 · Quality lane · seen & acted on

Make it seen. Make it doable.

Two families of design decisions turn a message from noise into action. Flip each principle to see what it asks, then run the squint test on a real notice.

Squint test
Blur a good forklift alert and the banner, the icon and “STOP · CHECK · RETURN” still carry it. If the point survives the blur, it survives the glance.
The design heuristics · the theory underneath

These are the repeatable moves behind every good artefact, drawn from perception, usability and behavioural science. Each one serves specific SIGNAL principles. This is the toolkit we apply on every rework.

Zone 07 · Rework bay · same source, reworked

Before, and after.

Real AusPost-style messages, each failing one SIGNAL principle, then reworked to pass it. Same source, same audience. The dense “before” is the common failure; the honed “after” is the fix. Tap a principle to open the pair.

These are illustrative reworks that demonstrate the method, not live AusPost artefacts.
Zone 08 · Build station · compose the ideal artefact

Build the message, block by block.

Every block below is one thing a message needs to clear SIGNAL. Drag a corner to size a block by how much it should dominate the artefact. Double-click (or use flip) to write how you'd do it here. Lock a block once the room agrees. When they're all locked, you have the blueprint.

0 / 6 blocks locked
Zone 09 · Dispatch → doorstep · acted on

The message reached the door. Now it has to change what happens next.

Name the few things Australia Post should carry into Workshop Two, the messages, formats or moments where getting SIGNAL right would matter most.

Nothing captured yet. Add the room's priorities above.

SSee It
Before
After
Play the activity
? Why this
On their phones
? Design & facilitation rationale

Live activityActivityWorking prototype