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WHO

CAMARADERIE

WHAT

Social mobile game

ROLE

Concept, UX/UI Design, Research, Prototyping, Testing, Branding

GOAL

Provide an entertaining experience for partners and friends on social nights in

CAMARADERIE

Testing your intuitive knowledge of close relationships

IT'S THURSDAY NIGHT

You and your friends just cleaned up after dinner and the kids are in bed. You’ve had one or two glasses of wine and want something fun to do as a group. Netflix? Not very engaging. Traditional board game? No one wants to set up the pieces. You search through mobile game apps on your phone and have already played them a dozen times. You’re looking for a party game that’s a little competitive but that could also facilitate fun interaction.

CALLING ALL COMRADES

There appear to be two options when searching for fun, easy and interesting gameplay with friends: fast-paced but topically arbitrary games or slow play relationship card decks that can be more serious.

Camaraderie mixes lighthearted interpersonal discussion with a quick pace with an easy to learn format. An entertaining social experience, you earn points based on how well you know your partner or teammates.

HOW WELL DO YOU KNOW ME?

Creating a "Top 5" list can be a personal way to reflect and organize your preferences or experiences. Camaraderie asks good friends or couples to get inside their teammate's head to predict how they'd rank their answers to particular prompts. The more accurately they can predict how the player would answer, the more points the team receives. 

With teams of 2-4 players, the goal of Player 2 (the "Giver") is to feed Player 1 (the "Receiver") an answer to the prompt that represents the "Rank." The Rank is the numerical value that Player 1 would hypothetically assign their answer to the prompt on a scale from 1-6.

 

For example, the prompt is, “Places to live” and The Rank is 6. You know your teammate loves and wants to live in Los Angeles, so you tell them, “Los Angeles.” On the flip side, if The Rank is 2, and you know your teammate has a strong dislike for Chicago weather, you might say, “Chicago,” hoping they would rank that somewhere between 1-3.

ITERATIVE APPROACH TO DESIGN

An iterative approach is to create a design, test it with users, analyze the results, and then make improvements based on that feedback. This approach allows for a more flexible and user-centered design process, as it allows for testing and feedback to be incorporated throughout the design process, rather than waiting until the end.

GATHERING INSIGHT

First I performed market and competitor analysis to understand the landscape of social mobile games. I chose to compare three games to compare game flow and user patterns.

19%

Increase in mobile game player spending is predicted by 2025

36

Average age of a mobile gamer 

$16B

Increase in mobile gamer spending from 2020 to 2021

85%

Gamers don’t identify as gamers

TIME TO PLAY

Approaching users in the mobile market age range, I asked them to play a beta version of Camaraderie using verbal instruction and playing cards. I gathered feedback about their experience playing the game: taking notes on their likes/dislikes, enhancements for game play, and feelings about the overall important moments of play.

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