Abstract
"Abstract" is a deck of 52 cards that uses imagery and words to bring form to symbolic ideas; words from various global cultures that describe phenomena and logic that English has no word for. Prompting the player with open-ended cards and combos, this deck can be used to unclog the mind and allow someone to aggregate their abstract thoughts into solid sentiments that others can respond to. Abstract is also a test of creating narratives - storytelling is a powerful skill anyone can possess and with regular use, these cards can prevent that skill from ever atrophying.
Role: Graphic Designer, Illustrator
Team: Graduate Studies (Carnegie Mellon University)
Timeline: 3 months
Tools: Adobe After Effects/Photoshop/Illustrator/Indesign
Inspiration +
Art Direction
Various blogs and articles online were scoured for foreign words that define concepts that are intangible, such as Saudade (Portuguese for the love that remains after someone is gone), Mokita (a term from Papau New Guinea for a truth everyone knows but refuses to talk about), and Kaukokaipuu (Finnish for homesickness for a place you have never been to). Images that try to put form to these terms were made into cards; some were illustrated by myself, others were created as mixed media pieces.
Usability
Testing
With a sample size of roughly ten, our team performed A/B testing to get a sense of how people use Abstract; do they get more out of it with a hands-off experience, or one that is more structured? Additionally, insights were gathered identifying the kind of guided experience users responded to the most positively. The data manifested themselves into a lot of changes and additions, including splitting the deck into art and word cards, developing a journal/worksheet for guided use, and a digital mobile product to further support the deck.
App Design
Keeping an Inspiration Journal
The app tracks journal entries and cards used that inspire that particular entry, serving as a structured way for designers to engage creatively in their day to day routines.
Collecting Cards
Not all cards are unlocked in the beginning; players experience new cards over time with each one expanding on a new cultural concept.