TEAM PROJECT — WINTER 2024
Creating a photo bingo game for group events focused on playful interaction design
TIMELINE
5 Weeks
KEY SKILLS
TEAM
Ani Nguyen Le (Designer)
Hong Yu Wong (Designer)
TOOLS
Figma
Protopie
FIG. 1
A peek into the final game
initial brief
Initially, we were tasked with creating a shared experience centered around the camera
FIG. 2
MANY EXPLORATIONS FROM OUR FIRST WEEK
FIG. 3
A PEEK AT A FEW CONCEPTS
We came up with a ton of ideas, but ultimately chose photo bingo because…
Potential as an end-to-end solution rather than a feature on a camera or photo app
Opportunity to tackle pain points in a classic icebreaker / bonding game that is played very often
FIG. 4
PHOTO BINGO, VERSION 0
KEY INSIGHT
We laid out pain points around group bonding activities to tackle from both an organizer and attendee perspective
FIG. 5
A SUNDAYS @USC (SOCRATICA NODE) SESSION I HELPED CO-HOST!
Organizing is no easy feat
Event agendas are difficult to create and stick to.
Poorly explained activities can leave people lost or confused
"Just attending" isn't fully hands off
If a few people aren't engaged, it can bring down the entire group
People need a nudge to open up and interact with others
revised BRIEF
Could we turn bingo, a familiar group bonding game, into a 10x interactive digital experience?
FIG. 6
ICEBREAKER BINGO SPOTTED IRL IN 2025
Establishing design principles
Approachable
Game that is easy to create, explain, and play
Connective
Each design detail should encourage connection
Playful
Create delightful, unique interaction design
SOLUTion
Creating a self-managing photo bingo game with playful mechanics
Nailing the core interaction
Pacing the game
We also thought about the game creation process for organizers
As well as keeping the fun going when the game is over.
A bank of photos to see different POVs and have built-in event media to share
THE PROCESS
Our design process was far from linear, but we found insights we may have otherwise missed
We explored visual, interaction, motion, and game design all at the same time.
Through this, we were able to tackle problems through different angles.
Our process could be broken down into these 4 main phases:
DESIGN DECISIONS
A glimpse of the key challenges we faced, the decision making, and the insights along the way
Deciding on the dimensions of the bingo grid — 4x4
We realized that the board dimensions have huge implications on the pacing of the game and touch interactions.
Creating an intuitive yet unique interaction between the board and the camera
Fitting the text prompts on the board (without being able to put them on the tiles)
Designing the confirmation state
Improving design hierarchy
Creating the Power Card Mechanic to balance the game
We wanted to make sure people don't win too quickly, but also don't fall too far behind
FIG. 7
EXPLAINING GAME BALANCE USING MARIOKART
Getting rid of the leaderboard in favor of game notifications
We really wanted people to know key moments during the game, not where every single person was