← Back to Work INTERACTIVE GAME DESIGN & APP DESIGN

Trust With Strangers

// An interactive board game and companion app designed to build fraud-prevention awareness in young people — teaching social vigilance through play, not lectures

2023
Solo Designer — Full process
Research · Game Design · Board Game Prototype · App Design
Interactive Game Design · APP Design
Trust With Strangers — hero

Project Overview

Background

In today's society, young people who have not yet entered social life are more likely to be deceived by people with ulterior motives — not due to lack of intelligence, but a lack of learned social survival skills. This project explores how game design can be a more effective teacher than lectures or warnings.

Outcome

A dual-format experience: a physical board game playable with friends offline, and an online app version that expands access to those without people to play with — both teaching the same vital lesson through lived decision-making across a 3D cityscape.

Overview — 01

The Dilemma of Trusting Strangers

I designed a dual-format experience: a physical board game playable with friends offline, and an online app version that expands access to those without people to play with — both teaching the same vital lesson through lived decision-making.

Root Problem — Blind Trust

Blind choices are decisions made without adequate information and knowledge, which often lead to adverse consequences — yet we rarely teach young people how to spot them.

Root Problem — Stupid Behaviour

When people pay a price for a situation and the result backfires, the situation becomes worse than before. Good intentions with bad judgment create harm.

Research — 02

Defining Trust as a Design Problem

Trust is essential to the development of human relationships — it creates mutual understanding, support, and respect. But it also creates vulnerability. I researched three core dimensions of trust that shaped the game's design goals.

Trust is not blind kindness. Doing good must account for third-party interests, the conditions of the act, and whether the help is sustainable and self-saving for all parties.

Show the Impact of Trust

The game reveals how trust — given or withheld — ripples across interpersonal dynamics. Players experience both the rewards of appropriate trust and the consequences of misplaced confidence.

Authenticity of Information

How do you distinguish authentic information from manipulation? The game forces players to assess credibility with incomplete data.

Avoiding Blind Following

Players must learn to pause, evaluate, and choose — not because they distrust everyone, but because they understand the conditions under which trust is warranted.

Competitor Analysis

Reviewed Seek Wealth and God, Multi-Millionaire, and Formula D to extract the strongest structural elements for each layer of the game.

User Research — 03

Who This Is Designed For

Primary persona: young adults entering social life who are naturally trusting and at elevated risk of manipulation.

Persona — Adeline, Age 18

A gentle, innocent student who always believes in the goodness of human nature. She is easy to trust people — not suspicious — and therefore easy to deceive by rhetoric she hasn't encountered before.

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Needs

Be more alert to others. Discern true intentions. Protect herself from being cheated.

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Pain Points

Vulnerable to deception. Difficult to say no to requests. Unable to judge others' intentions.

Goals

Help people who really need it. Protect self and property while remaining kind.

Game Design — 04

Board Game Mechanics

The game takes place across a 3D cityscape divided into four scenes: Residential Area, Commercial Street, Railway Station, and Park. Players move from Start to Finish by navigating events and triggering scenario-based trust dilemmas.

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Movement System

4-sided dice increase randomness. Players navigate through 16 rooms. Correct judgements allow forward movement; failures result in a move back.

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Four Scenes

Residential Area, Commercial Street, Railway Station, Park — each with unique event types reflecting real social contexts where trust decisions occur most often.

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Four Card Types

Event cards (trigger scenarios), Skill cards (First Aid / Hawkeye / Quick Reaction), Opportunity cards, and Effect cards (Swap / Reverse).

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Scoring System

Good deeds done with bad judgment are penalised, not just bad intentions — reflecting real social complexity.

Design Iterations — 05

From Concept to Final Board

The game went through four major design iterations before reaching its final form — each one responding to a core weakness discovered in the previous version.

Preliminary Design 1 — Four Scenarios
Initial concept illustrated four specific trust scenarios between strangers, leading players linearly toward a final destination. Simple but too passive — players didn't feel agency over outcomes.
Preliminary Design 2 — Simplicity Trap
Design 1's simplicity led to a "lackluster experience." Players finished quickly without internalising any lessons. This motivated a complete structural redesign.
Preliminary Design 3 — 16 Rooms
Extended the path to 16 rooms where players complete events before reaching the final game for rating and ranking. Added more narrative depth but the path still felt too linear.
Final Design — Board Type
Changed the game type to a full board format, making the game significantly more playable and introducing the randomisation mechanism. Players now navigate a cityscape with branching paths, card interactions, and multi-player dynamics.
App Design — 06

Digital Companion App

The app version brings the same game mechanics to players who can't gather physically, while also enabling online matchmaking and map-view features not possible in the physical format. The UI uses a playful but clean aesthetic that mirrors the 3D game world — colourful, spatial, and exploratory.

Map View

A bird's-eye view of the cityscape game board, showing all players' current positions, available actions, and event zones.

Player Profiles

Each player has a character avatar and persistent skill card inventory. The app tracks historical game decisions and surfaces patterns in the player's trust behaviour over time.

Online Matching

Players without physical friends can join online lobbies and experience the full game digitally, with support for asynchronous play.

Scenario Playback

After each game, players can review their key decisions — seeing what actually happened and reading a short reflection on what a different choice would have led to.

Reflection

What This Project Taught Me

Games as Ethical Teachers

Designing a game for social awareness forced me to think about how experience teaches in ways that information does not. A lecture on fraud prevention is forgettable. A game where you suffer real consequences — even simulated ones — is remembered viscerally.

The biggest design challenge was ensuring that the ethical lesson wasn't preachy. The game needed to feel fun first and educational second, even though the learning was the entire point.

Physical + Digital Synergy

Designing the physical board game and the app simultaneously revealed how each medium has unique strengths. The physical game creates social conversation. The app extends reach and adds persistence that a boxed game can't offer. Treating them as complementary rather than alternatives shaped every feature decision in both formats.

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Design iterations from concept to final board format

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Urban scenes with unique scenario types

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Formats — physical board game + digital companion app