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Not Words! Language Game Design

PROJECT TYPE

Card game and workshop for pre-teens in Asian countries

A workshop with game is to raise awareness and teach pre-teens them that language should be treated just as a language and should not become a means to judge any persons intelligence.

It challenges language-based judgement at its root by introducing children to the idea that intelligence, creativity, and worth exist beyond spoken language, using play as a tool for empathy and understanding.

Project Focus
Language · Identity · Education · Social equality · Participatory design

Research Intent

  • Examine how English functions as a status symbol in Asian countries

  • Understand the link between language fluency, classism, and perceived intelligence

  • Investigate early social conditioning around language and worth

  • Explore how design can address deep-rooted systemic bias without political intervention

  • Identify age-appropriate interventions for long-term social change


​Key Research Insights

  • English in many Asian countries is no longer just a language but a measure of intelligence and social value

  • Language-based judgement begins at a very young age

  • Talent and capability are often overlooked due to lack of English fluency

  • “Just learn English” ignores economic, age, and access barriers

  • Awareness efforts aimed at adults are limited; early education is more impactful


​Design Problem

  • How can children be taught early on that language is a tool for communication, not a measure of intelligence or worth?


Design Approach

  • Learning through play and participation

  • Shift focus from awareness posters to interactive engagement

  • Use games as neutral, non-judgemental learning spaces

  • Remove spoken language to highlight non-verbal communication

  • Encourage empathy, teamwork, and collaboration

  • Design for accessibility across multiple linguistic backgrounds
     

Design Outcome

  • An educational workshop supported by a custom-designed card game

  • Target audience: 10–13 year olds

  • Format: School-based interactive workshop

  • Core component: Physical, team-based guessing game

  • Outcome supported by:

  • Game box

  • Card system

  • Score sheets & notepads

  • Facilitated discussion & reflection
     

Game Strategy 

  • No speaking

  • Story-building through actions

  • Charades + word association hybrid

  • Team collaboration

  • Equal participation regardless of language

  • Learning through experience, not instruction
     

Visual & Interaction Design

  • Minimal, child-appropriate visual language

  • Clear colour coding for categories

  • Symbol-based system over text reliance

  • Balance between playfulness and clarity

  • Designed for repeat use and scalability
     

Testing & Iteration

  • Game trials with peers

  • Observation-led feedback

  • Refinement of rules, timing, and complexity

  • ​Adjustments based on engagement and comprehension
     

Design Thinking

  • Design as a starting point for systemic change

  • Process over perfection

  • Participation over persuasion

  • Small-scale intervention with long-term impact

  • Designer as facilitator, not authority

     

Final Intent

  • To challenge language-based judgement at its root by introducing children to the idea that intelligence, creativity, and worth exist beyond spoken language, using play as a tool for empathy and understanding

Testing and iterations

Design exploration

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