CARDS FOR HUMANITY
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The System:
​
​Building Vulnerability Within Teams

The Big Idea

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How Our Game Works

With our big idea in mind, our game incorporates elements meant to maximize support factors that fill up this bathtub of willingness to be vulnerable and minimize the factors that drain it.
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To increase supporting factors:
  • Game format leads to an open play environment.
  • Storytelling is a natural way of sharing personal information, and we practice it many times a day without realizing that it's an act of vulnerability.
  • Modifier Tiles allow players to find common ground and connections by organizing stories around a theme.
  • Elaborate and React Tokens provide feedback so players feel heard and understood, building solidarity. They symbolize the REWARD of others engaging with your story. 
  • Turns and rounds allow for the REPEATed interactions and chances to RECIPROCATE others' acts of vulnerability
  • A variety of Story Prompt Cards guide players to stories that aren't common small talk, and provide opportunities for unexpected connections.
To reduce detracting factors: 
  • Groups of 2-6 reduce fear of public speaking and downtime between turns while accommodating a group of team members
  • Taking turns means that no one feels excluded from the conversation and that people don't check out.
  • Players choose the stories they tell, so they can pick a story that is as personal and as deep as is comfortable.
  • ​Playing with a new team encourages you to get to know the people you're working with, since you'll be spending a lot of time with them down the road.
  • Short stories and discardable story prompts reduce feelings of shame and worries about judgement for not having an "epic" story or a work appropriate story.
Which makes the experience work like this:
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Maps of Vulnerability

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  • Home
  • The Game
  • The System
  • Research
  • Design Process
  • Creators
  • Appendix
    • Research
    • Interviews