Academic Project

Samen Eens

An innovative card game for collaborative decision-making, where every voice matters. Instead of one person taking control, the game’s mechanics require equal participation, making group discussions fairer and more inclusive. Even when players disagree, the game guides the group toward creative, collective solutions.

Project overview

Samen Eens is an interactive card game designed to improve group decision making among students aged 18 to 25. The game encourages collaboration, empathy, and fairness by letting players take on different roles during the decision making process.

The core idea behind Samen Eens stems from a common challenge in group projects: some voices dominate discussions while others remain unheard. This often leads to frustration and decisions that do not feel fair or representative. The game aims to address this imbalance by creating a structured yet playful environment in which every participant has an equal opportunity to contribute.

How it works

Players draw role cards that assign them specific responsibilities within the discussion such as the Chairperson, Observer, or Communicator. These roles challenge participants to see situations from new perspectives, promoting empathy and understanding. Action cards introduce dynamic twists, influencing who speaks next, what kind of input is needed, or how decisions are made. This playful randomness keeps the process engaging and prevents any single person from taking over.

Research

I started by identifying what I wanted to learn through a PACT analysis, which allowed me to look at the problem from different perspectives. Based on this, I created a survey to gather insights from a larger group of people and conducted interviews to gain a deeper understanding of their experiences and opinions.

Interviews

During the interviews, I asked the respondents to draw certain situations they experience while doing group work, including what they enjoy and what they find annoying. By asking them to draw these situations, they were encouraged to think more deeply about their experiences instead of giving quick answers.

Insights
Equal Participation
is Essential
Users Crave Clarity
and Structure
Subtle Personal Biases
Influence Group Outcomes
Persona's

Low - Mid Fidelity

At this stage, I identified a card game as the most effective way to realize my concept. I quickly prototyped various cards with different roles and functions based on research insights to support group decision making and encourage participation.

Branding

Logo

The logo combines the themes of collaboration and equality in a clear, memorable mark that stands out and supports the brand’s purpose.

Collors

A warm and inviting color palette was chosen to convey openness, social energy, and inclusiveness.

Pattern

Playful patterns create a sense of movement and connection, reflecting the dynamic and interactive nature of the product.

High Fidelity

The high-fidelity prototype visualizes the finalized card game concept, presenting clearly designed role and action cards that reflect the core values of equality, collaboration, and clarity. Each card is refined for visual distinction and accessibility, ensuring that players immediately recognize different card types and understand instructions. The improved design supports an engaging, inclusive group process, while the overall look matches the friendly, dynamic branding developed for this project.

The back of the cards
Some of the different roles
Some of the action cards

User testing

During the project, I tested both low-fidelity and high-fidelity versions of my card game with student groups. I used observation and follow-up interviews to understand how group members engaged with the roles and actions in the prototype. Different test sessions focused on role adoption, clarity of instructions, and group dynamics during decision-making

The physical cards made it much easier for everyone especially quieter group members to join in

Clear roles helped our group collaborate and discuss more equally.

With the different action cards, making a decision was quick and actually fun.

The game looks friendly and approachable, but some instructions could be clearer for new players.

Reflection

What I Learned

This project taught me the true impact of repeated user feedback and iterative design. By observing student groups with my card game, I saw how design choices like role descriptions and instruction clarity shape how included and confident users feel. It was especially rewarding to see quieter participants become more engaged through thoughtful mechanics and playful visuals.

Skills Developed

Iterative user testing strengthened my ability to prototype, conduct research, and adjust design decisions based on real needs. I refined how to write instructions, balance elements for fairness, and prioritize inclusive, approachable design at every step.

Ongoing Design Mindset

The experience confirmed that design is never finished t continually evolves with every round of feedback. My passion for intuitive, collaborative solutions grew as I learned to listen deeply and act on real user experience.

PORTFOLIO DESIGND BY MAAIKE ESMAN