Team School Project

A fun break on-the-go to meet & play with students on campus

Over the past five years, the number of post-secondary students facing mental health challenges has significantly increased. The number is considerably higher for international students. To address the growing concern, this project will aim to design an interactive public space using a screen-based future technology to teach international student show to build positive coping strategies to support their mental health and well-being.


UX Researcher & UI/UX Designer


Nov 2023
4 weeks



Team of 4

(overlapping roles)
4 UX Researchers
4 UI/UX Designers


International students face mental health issues that most commonly begin from loneliness from adjusting in a new place by themselves. Mental health is not one of the easiest things to figure out, however, designing a safe space for it can help ease the constant toll of it. 


GoGame is a system that allows international students to de-stress, skip awkward introductions, and compete in mini-games! In the process of doing so, they are able to meet new people and have fun.

How do you know it’s GoGame?

We wanted the interface to pop and feel alive like how arcade games feel like with their flashing lights. We decided to go with blue and pink to allow the colors and logo of GoGame to intrigue any passersby who haven’t played it yet. 

ROUND ONE: Project Pitch

The first version of GoGame consisted of a timed session once two people are in front of both screens in two different locations (SLC and E7 as illustrated below). GoGame offers them Flash Friends 20 Questions to get to know one another and then move onto playing games such as Bowling, Tennis, and Mario Kart. All necessary controllers will be available near the screen physically. There are options to set game duration and a class reminder to not accidentally miss their next class while having too much fun!

ROUND TWO: First Iteration 

Based on our research and persona, we refined how GoGame worked: removed Flash Friends 20 Questions and adjusted previous actionable items into a linear experience, flowing from one to the next.

ROUND THREE: Final Iteration

The final version highlights the automatic login of the student using their university ID card “WatCard” which also provides security and saves times logging in. The Watcard also allows users on both sides to authenticate the identity of their opponent and play safely without the risk of strangers approaching them through it. 

We also jump directly to the game play once the players are connected and ready to proceed rather than giving them room to get distracted with supplementary features. Initially the headset allowed calling capabilities, but that was changed to video calling by transforming their profile pictures into camera screens to be able to view one another.

Positive Findings

Here’s a summary of the feedback we received after our final iteration:
  • Easy navigation
  • “Timer” feature was important
  • Good user control (“exit” buttons)
  • Clear and pleasing visual design
  • Enjoyable experience and idea

Future Considerations

Our user tests had improved from the first iteration however there was still room for more, some features that could be added include:

  • Bigger camera screens
  • Ability to connect with players afterwards; contact exchange or automated email: “You played Tennis with Robin today, say hi again”
  • More prominent buttons to improve navigation
  • Testing with advanced and realistic prototypes with a mock controller and headset.
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