
Context
In today's digital age, technology often creates distance rather than fostering closeness. However, the project I embarked on challenges this norm by harnessing technology to cultivate intimacy—both physically and emotionally—among its participants. The game is designed for a group of players who, by the end of the experience, will feel a stronger
connection to one another.
The core objective is to gradually build intimacy through a blend of designated movements and thought-provoking questions through Augmented Reality. These movements are carefully choreographed by hired professional dancers from the BatSheva Dance Company to initiate a physical connection, while the questions delve into each player’s past experiences, present realities, and future aspirations,
orging emotional bonds.
Role
From Ideation to conception and execution. Design, Code, Packaging, Filming, Editing, UX/UI
Tools Used
Unity, XCode, Adobe Illustrator, Premiere Pro, Vuforia
From pen and paper sketches
to Augmented Reality
I knew I wanted to create a physical game board with an augmented reality overlay. I wanted the physical board to have a soft organic feel since the games themes are personal and involve touch. So I took inspiration from fingerprints and other natural phenomenons.


Inspiration from organic matter
and artist Noa Orlicky
First LoFi Wireframes for mobile
to go with the physical board
The screens needed to be simple and easy to read. The main feature would be the question or movement so the player could easily follow directions. Because the game is so personal, I added "Skip" or "Completed" buttons so the player would not feel as if their boundaries were crossed.





Creating questions that create dialogue
After hundreds of hours of conversations including with Psychologists and Occupational Therapists, I created a list of questions that can be easy enough to answer but can be expanded upon if the player decides to do so. The questions needed to be general enough to be understandable but have the ability to go in depth and personal. The questions are easier at the beginning of the game and become more personal as the game progresses.
• What trip most affected your life?
• What is one lesson you learned that you wish
you could tell your younger self?
• What is one thing you look forward to as you get older?
• What is one of your favorite childhood memories?
• What’s something that you tried, that you’ll never try again?
• What is one thing you are really good at?
• What's a brave or difficult choice
you're glad you made?
• What is one action that you've done that you
would like to be forgiven for?
• What conversation have you been putting off that
has been weighing on you?
Usability Testing
Case Study: Prototyping an
Intimacy-Building Game with Low-Cost Materials
To validate the concept of the game and refine its mechanics before incorporating Augmented Reality (AR), I conducted an exploratory case study using minimal, low-cost materials. This approach allowed me to test key aspects of the game’s physical and emotional interactions in a tangible format, ensuring feasibility and engagement before investing in advanced technology.
Approach
I recruited participants from the target audience to play an early version of the game, replacing the digital game board with simple materials like paper and a scoring card (in which I did A/B Testing)
In order to test the game’s flow, I designed a basic path using QR codes to simulate the future AR interactions. Each player took turns scanning a QR code, which directed them to a link containing the next task or question. These tasks ranged from physical movements to prompts designed to foster emotional connections among the players. I added "skip" and "continue" buttons so that players would not feel pressured to complete the tasks and they would not be penalized for choosing "skip".



Outcomes
This low-tech prototype enabled me to test the gameplay, gather feedback, and observe how participants interacted with both the physical and emotional challenges. The simplicity of the setup—using paper materials and QR codes—allowed for easy adjustments and iterative improvements, all while keeping the focus on the core experience of building intimacy.
Question Tasks
Evidence
• 2 out of 12 questions
I had to clarify
• 9 out of 12 questions
led to larger discussions
• no questions were
skipped
Insights
• Most of the questions
were understandable
• Questions were relatable
and led to more intimacy
• Users were able to control how much they wanted to divulge
Solutions
• Do another round of user
testing when I have all
the final questions and
make sure they are
understandable
Movement Tasks - Stills
Evidence
Insights
Solutions
• When adding a video, make sure it's simple enough
• videos shouldn't be too long and not too complicated
• MUST USE PROFESSIONAL DANCERS!
• All still images were able to be copied exactly
• "it was funner to try to copy the videos than the still images"
• 3 out of four videos were able to be completed successfully
• Stills weren't challenging enough but still necessary to
ease into intimacy
• "some videos were too
complicated"
Rating System
Evidence
Insights
Solutions
• Still not sure if I should use a rating system
• 4 out of 4 users said the
number system worked better
• 2 out of 4 players said there needs to be a rating system
• "it was more motivating and
entertaing"
• "don't need a reward
system"
• If a rating system is used, then it should be a number scale, but it's inconclusive if one
should be used.
Extra Insights
• 4 out of 4 users understood the instructions but they will be different than the actual game
• 1 user questioned if they were supposed to share the task with the other players or keep it to themselves and complete the task without telling other players what the instructions were
• 3 out of 4 users liked that there was a skip option and felt that it eased the pressure, but didn't use it.
• All users didn't have a problem with touching other players
• All users felt like they learned something new about other players
In order to create fun movement that looks appealing but is easy enough to accomplish I hired two professional dancers from the Bat Sheva Dance Company, Chiaki Horita and Reches Itzhaki. They were able to create dances that are challenging enough for amateurs but flow into a symbiotic rhythm. They practiced on their own before filming. These are examples of the practice videos.



Creating movement

Final Project

The final game successfully brings together groups of players, using technology to foster deeper emotional and physical bonds. The usability tests revealed that players felt an increasing sense of connection as the game progressed, with many expressing a heightened awareness of their personal boundaries and comfort levels. Most importantly, the game delivered on its core promise: to create meaningful interactions that leave participants feeling closer and more connected by the end of the experience.
Final Outcome

After usability testing and iterative design based on participant feedback, the final version of the game was developed with Augmented Reality (AR) fully integrated. The core objective—creating physical and emotional connections among players—remained central to the design, but the AR technology added an immersive layer that enhanced the experience. Players now navigate a dynamic game board through their mobile devices, with AR elements guiding them to perform tasks and interact with others. The QR code system evolved into an AR interface, creating a seamless and engaging environment for players.
The game continues to build emotional and physical connection at a steady pace. Early tasks remain simple and non-intrusive, gradually progressing to more intimate actions that encourage trust and closeness among the group.
This project demonstrates how technology, when thoughtfully applied, can be a powerful tool for fostering human connection, turning a traditionally isolating medium into a catalyst for intimacy and trust.





Movement





What conversation have you been putting off that has been
weighing on you?
