【1】A new type of card game designed based on traditional card games, it has a low learning cost, is easy to pick up, and has good entertainment value. At the same time, this card game has a fast pace, which can prevent gambling behavior. It is not limited to the number of people and can also promote communication and familiarity among the elderly.
Here’s how it works: Taking a deck of poker cards as an example, players first draw two cards, add the numbers, if the sum is greater than 21, it is judged as a loss and wait for the next round. If it is exactly 21, it wins directly and everyone enters the next round. If it is less than 21, the following options can be made:

1. Feeling the number is too small, continue to draw cards,
2. Feeling the number is too large but not 21, stop drawing cards, and place the cards face down on the table, waiting for others to also place their cards face down on the table.
3. After drawing cards, the sum reaches 21, show directly and win this round, and the game enters the next round.
4. Wait until everyone feels the number is appropriate and no one draws exactly 21, show the cards on the table to other players and announce the number.
5. Compare the size, the person with the largest number wins this round. If two people have the same largest number, compare the smallest or largest number in the hand cards to see who is larger, and the one with the largest number wins.
Please note, to prevent problems such as cheating during the game for the elderly, caregivers or products can distribute the cards to each player, playing the role of the “dealer” in traditional card games.
【2】A small product similar in size to mahjong, with a tiny screen on top to display image information. Unlike mahjong, it has magnetic sides and metal contacts, which means that the product in the user’s hand can exchange information by joining together. Users can join their product with the same product of others to get a preliminary understanding of the other person’s basic information and precautions. Considering that the elderly may have a lower acceptance of new things and may not use electronic products much, we propose this simple and efficient form of information exchange.

[3]For the old people who like to talk about history, we can give them a game like “war chess”, for example, for the history they are familiar with, there will be different dynasties and different emperors, we can make the role of these emperors through the processing, for example, what the German Emperor would do in the Ottoman Empire era, In this way, they can deduce the trend through their understanding of historical figures, and promote the communication between the elderly and their thinking about history.
Hello! I’m Nevra from Team 12 at METU. Even though I’m not your paired team, I stumbled upon your post while exploring different blogs, and I felt compelled to leave a comment. Did you create the illustration in the post? If yes, your drawing style is really beautiful; I absolutely loved it ! ! ! The game suggestion looks intriguing as well. Wishing you success in your process! 🙂
This is just a picture found on the Internet, but we usually draw pictures too, if you are interested, we can communicate together!😉
Hello Qihao, can you please outline how does your initial concept is addressing your Clients’ Project Brief?
thank you, Erik
Yes!We will comment below each post as soon as possible to add what Clients’ Project Brief each design solves,.
These three designs are my own, so let me explain how I approached solving the user’s problem. The user said, ‘Promote active socialization among the elderly in day care centers to prevent dementia and improve cognition.’ I believe that through games, the elderly can quickly become familiar with each other. The second product, on the other hand, focuses on directly reducing the difficulty of socializing for the elderly. I envisioned a usage scenario where users have a certain level of affinity with other elderly people and can use this product, just like us young people.