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Perfect Day

Camille Goossens, Axel Vos, Federica Rovati, Claire Mels, Mason Contardo, Francesca Toso, Naomi van Stralen

Imagine you recently moved from India to the Netherlands. You start your new life by meeting people from different cultures than those you are used to. 

For the project ‘Designing for specific users’, the group co-designed with and for Avanthi; this is her reality. Her wish was a design to bring people from different cultures together and to get to know more people personally and culturally. Day-to-day life and doing simple things such as grocery shopping could already be a struggle, so getting to know the unwritten rules was important to her. During the project, we found that creating a tabletop game would help her in a fun and unforceful way.

What does your Perfect Day say about you?

“We got to know each other better by playing the game as a project group.”
Project group

The game starts with defining your perfect day, which you want the game board to match by winning challenges. The four different categories of challenges are designed for people to get to know each other personally while breaking or confirming (cultural) stereotypes. The challenges range from ‘Draw your favourite pastime activity’ to the infamous rating ‘I like pineapple on pizza’. With each assignment, participants score points and get a little closer to making their ‘perfect day’. The design of the game is focused on allowing the user to casually and conveniently link to social functions as it is easy to explain, it can be played quickly, and the bag ensures easy portability.


‘Perfect Day’ is a communication tool that helps players get to know their environment while sharing their experiences in comfort. When entering a new space, or your space’s dynamics change, the feeling of uncertainty and the unknown can have negative aspects on your well-being; for this reason, it is important to have the support that can help overcome these moments of difficulty. ‘Perfect Day’ is designed to help people overcome these stages of life changes by creating a safe place where they can be themselves, and share and create experiences with each other.


“Testing a basic prototype of the game was already a lot of fun.”
Camille

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