Pathways: Parent-Child Dynamics

A Card Game for Family Relationships

Pathways: Parent–Child Dynamics began as a discursive design inquiry into family relationships and power structures, inspired by conversations around authoritarian parenting. It reframes play as a medium for empathy and dialogue, transforming everyday parent–child power dynamics into guided conversations focused on understanding rather than instruction.

The project resulted in a strategy-conversation board game that combines storytelling and design psychology. Through prompts, actions, and scenarios, Pathways creates a playful space for emotional exchange, highlighting design’s capacity to bridge communication gaps and foster empathy within families.

INDUSTRY:

INTERACTION DESIGN

CLIENT:

STAMPS SCHOOL OF ART AND DESIGN, MI

YEAR:

2024

EXPERIENCE:

Game System Design / Interaction Design / Visual Communication / Playtesting & Iteration / Product Storytelling

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process.

Observation

Play-testing was conducted in two phases: early sessions focused on validating the core mechanics and emotional tone, followed by later rounds aimed at refining the game for broader accessibility and market fit.

Feedback revealed that early versions reinforced existing power imbalances, limiting open dialogue. In response, the system was adjusted to redistribute agency, shifting the experience toward mutual participation and conversation.

27%↑

of 3-17 year olds diagnosed with Depression

of 3-17 year olds diagnosed with Depression

of 3-17 year olds diagnosed with Depression

37%

of 12-17 year olds feel hopeless

of 12-17 year olds feel hopeless

How can we have open conversations about control and care?
How can we have open conversations about control and care?
How can we have open conversations about control and care?
Concept Development

Play-testing was conducted in two phases: early sessions focused on validating the core mechanics and emotional tone, followed by later rounds aimed at refining the game for broader accessibility and market fit.

Feedback revealed that early versions reinforced existing power imbalances, limiting open dialogue. In response, the system was adjusted to redistribute agency, shifting the experience toward mutual participation and conversation.

Play Testing Feedback

Play-testing was conducted in two phases: early sessions focused on validating the core mechanics and emotional tone, followed by later rounds aimed at refining the game for broader accessibility and market fit.

Feedback revealed that early versions reinforced existing power imbalances, limiting open dialogue. In response, the system was adjusted to redistribute agency, shifting the experience toward mutual participation and conversation.

The finished model and photographs produced for STONE MIND exceeded expectations. The product photos delivered a powerful visual impact, highlighting the unique texture and structure of the stones under varied lighting. The model became a striking artistic centerpiece, serving both as an art piece and an effective marketing asset. The images were later used in campaigns and as inspirational visuals within design and art communities.