Vanshika Kejriwal

Pentagame

This game is designed for seniors which enhances their narrative experience, exercise creativity and imagination, and improve cognitive and social skills.

My Role

Personal Project
Conducted a literature review and user research, brainstormed, and illustrated the game concept.

Time Frame

Oct - Nov 2020

Skills

Illustration
Visual Design

Overview

Aging is an irreversible biological process that occurs throughout life. The young are motivated to enhance their careers, the middle-aged are concerned with earning their livings, and the elderly are living a retired life. As an individual ages, they must adapt to the changes that accompany this season of life with flexibility. The purpose of this project was to gain a deeper understanding of those challenges and come up with a meaningful solution.

Context

Literary

Seniors confront social, economic, psychological, and health challenges, dealing with conflicting beliefs, urban migration, and dependency on families that may lead to exploitation. They may also experience social exclusion, powerlessness, anxiety, loneliness, and depression, along with health issues such as cognitive decline and sensory impairments. Factors like financial difficulties and inadequate diets exacerbate these challenges.

User

Generally, individuals who are 60 years old and above and belong to middle- and upper-middle-class economic segments have financial stability and a comfortable lifestyle. In addition, they engage in leisure activities and personal interests whether they live alone or with their spouse. They are typically retired and value experiences, seeking a balance between relaxation and exploration.

Research

Initial Concept

Observations:
Elders commonly share a behavioral pattern characterized by consistent engagement in various activities, contentment with personal achievements, a desire for basic decision-making opportunities, acceptance of situations, and a hunger for new information.

Possible deliverables:
Development of an interactive app to connect and engage elders in mutual learning. Designing a card game that offers a sense of familiarity and enjoyment to players. Conceptualization and establishment of a space providing a platform for elders to come together, fostering a sense of community and shared experiences.

Final Concept

Generally, individuals who are 60 years old and above and belong to middle- and upper-middle-class economic segments have financial stability and a comfortable lifestyle. In addition, they engage in leisure activities and personal interests whether they live alone or with their spouse. They are typically retired and value experiences, seeking a balance between relaxation and exploration.

Inference

Cards

The cards are thoughtfully designed to meet the needs of the focus group. There are five senses, each distinguished by a different color to facilitate easy differentiation. In addition, the communication medium is bilingual, featuring both Hindi and English to satisfy the vernacular language preference of the audience.

DESIGN

Outcome

EVALUATION

User Testing

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