
Doctor Diagnosis is a social deduction card game designed for 6-8 players aged 15 and above, with an approximate play duration of 30 minutes.

MY ROLE
User research
Presentation
Ideation
High-fidelity prototype
Client
Hogeschool Van Amsterdam
Location
Netherlands
Year
2025
PROJECT TYPE
End-to-end product design project
Physical card game
CONTRIBUTION
User research
Presentation
Ideation
High-fidelity prototype
uSERS
Teenagers
dURATION
2 Months
ABOUT PROJECT
Doctor Diagnosis is a role-based card game designed to address the growing issue of self-diagnosis of mental health disorders among teenagers. It aims to stimulate critical thinking about mental health information shared on social media. Within the project team, I contributed to the concept development and played a central role as the visual designer

TESTING THE GAME WITH TEENAGERS
Two testing rounds involving 26 participants total were conducted at International School Haarlem. The first round engaged 8 students across 2 game sessions. Observable engagement was immediate and sustained. One participant, upon receiving a Diagnosis Card, stated "this is so for me", a spontaneous demonstration of the Barnum effect the game aims to expose. Players developed increasingly sophisticated argumentation strategies over the session, discussed mental health topics with apparent comfort, and displayed enjoyment through laughter and playful accusation.
APPROACH & OUTCOME
Initiated and developed the concept from idea to final product
Translated a complex societal issue into an interactive experience
Tested and validated with real users in classroom settings
Encouraged critical thinking and discussion among teenagers
Recognized as a top project through public voting
CONSTRAINTS
The project was selected to be presented at ThingsCon, an international conference focused on responsible technology and design. During the event, our team pitched the concept on stage, where the project was recognized as one of the top entries through public voting among multiple student design teams. The project demonstrated how visual design and game design can be combined to communicate complex societal issues in an engaging and accessible way.

