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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
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Examine how English functions as a status symbol in Asian countries
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Understand the link between language fluency, classism, and perceived intelligence
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Investigate early social conditioning around language and worth
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Explore how design can address deep-rooted systemic bias without political intervention
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Identify age-appropriate interventions for long-term social change
Key Research Insights
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English in many Asian countries is no longer just a language but a measure of intelligence and social value
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Language-based judgement begins at a very young age
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Talent and capability are often overlooked due to lack of English fluency
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“Just learn English” ignores economic, age, and access barriers
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Awareness efforts aimed at adults are limited; early education is more impactful
Design Problem
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How can children be taught early on that language is a tool for communication, not a measure of intelligence or worth?
Design Approach
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Learning through play and participation
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Shift focus from awareness posters to interactive engagement
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Use games as neutral, non-judgemental learning spaces
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Remove spoken language to highlight non-verbal communication
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Encourage empathy, teamwork, and collaboration
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Design for accessibility across multiple linguistic backgrounds
Design Outcome
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An educational workshop supported by a custom-designed card game
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Target audience: 10–13 year olds
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Format: School-based interactive workshop
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Core component: Physical, team-based guessing game
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Outcome supported by:
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Game box
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Card system
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Score sheets & notepads
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Facilitated discussion & reflection
Game Strategy
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No speaking
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Story-building through actions
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Charades + word association hybrid
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Team collaboration
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Equal participation regardless of language
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Learning through experience, not instruction
Visual & Interaction Design
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Minimal, child-appropriate visual language
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Clear colour coding for categories
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Symbol-based system over text reliance
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Balance between playfulness and clarity
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Designed for repeat use and scalability
Testing & Iteration
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Game trials with peers
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Observation-led feedback
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Refinement of rules, timing, and complexity
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Adjustments based on engagement and comprehension
Design Thinking
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Design as a starting point for systemic change
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Process over perfection
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Participation over persuasion
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Small-scale intervention with long-term impact
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Designer as facilitator, not authority
Final Intent
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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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