We worked on the problem of excessive use of electronic devices. Many people want to reduce their screen time, but they need something positive to replace that habit. Our project is a board game that helps people interact, talk, and spend quality time with family or friends.
We chose this project because we noticed that many children, teenagers, and adults spend too much time on phones, tablets, or computers. This can affect sleep, concentration, mental health, and relationships with other people. We wanted to create a fun alternative that does not eliminate technology completely, but helps people use it in a more balanced way.
First, we followed a Design Thinking process in Maker class. We explored different problems, chose the misuse of electronic devices, and wrote our main question: how could we reduce screen time without completely eliminating devices? Then we brainstormed different solutions and selected a board game because it was creative, possible to build, and useful for social interaction. Finally, we designed the board, cards, dice, pieces, and rules for the prototype.
We found out that people do not only need to use screens less; they also need something meaningful to do instead. A board game can help people talk, laugh, and interact face to face. We also learned that designing a game requires planning the rules, materials, visual design, and user experience.
Our project matters because excessive screen use can affect learning, sleep, social relationships, and emotional well-being. This game gives people a simple and fun way to spend time together without depending on devices. It also helps players learn about different cultures while practicing communication and teamwork.
Next, we would like to test the game with more students and families to see if it really helps them reduce phone use during the game. We could improve the cards, add more cultural questions and challenges, and make the rules clearer. We could also create a second version with more countries, languages, or difficulty levels.
We used our class research, our Design Thinking process, and observations about the use of electronic devices in children, teenagers, and adults. We also used feedback from our Maker class and thank our teacher for guiding us during the process.