Player 21: Promoting Empathy Through Play

INTERACTIVE GAME DESIGN | PROGRAMMING
Timeline
Role
Skills/Tools
2 months
Visual Designer, Storyboard Artist, Secondary Programmer
Procreate, Visual Studio Code, P5.js
OVERVIEW

Player 21 is an interactive online game designed to simulate everyday challenges faced by individuals with Down syndrome. Built with p5.js, the game immerses players in the role of Willow, a young person navigating daily tasks while managing sensory, emotional, and physical challenges. This project explored how interactive media can foster empathy and social awareness.

THE PROBLEM
Awareness campaigns for Down syndrome often rely on static storytelling: like videos, posters, or infographics

Yet empathy is best built through experience, not explanation. We asked:

How might we use interactivity to help neurotypical players understand the sensory and motor challenges for someone with Down syndrome without reducing their identity to a condition?
Our solution was a first-person, narrative-based game that transforms routine activities into emotionally resonant challenges. Each level focuses on a different aspect of lived experience—motor control, sensory overload, and emotional regulation.

CONCEPT DEVELOPMENT
Transforming the idea of awareness into an immersive day-in-the-life narrative

Our brainstorming began with the insight that experiencing emotions first-hand can communicate more effectively than overt storytelling.

To ensure authenticity, we reviewed literature and advocacy sources describing common experiences for people with Down syndrome, which were translated into three key themes:

STORY & GAMEPLAY DESIGN
Structuring Willow’s day around situations faced by real people

The story follows Willow, a young barista with Down Syndrome. Players guide her through three stages of her day:

Mechanics:

ITERATION & PLAYTESTING
Refining difficulty, pacing, and feedback

Initial playtests with university students revealed key issues:

Refinements:

  1. Improved tool icons to be more visible, and implemented a bounce animation when tool is in use
  2. Tuned stress increments and task difficulty for a smoother learning curve
FINAL PRODUCT DESIGN
Crafting an enjoyable yet educational experience
Level 1: Morning Routine

Focus: Fine motor skills
Challenge Type: Brushing teeth, getting dressed, meal preparation
Assistive Tools: Adaptive toothbrush, magnetic shirts, meal kits

Level 2: Commute

Focus: Sensory & cognitive load
Challenge Type: Bus schedule confusion, physical stability
Assistive Tools: Noise-cancelling headphones, smartphone, vibration alert wristband

Level 3: Work Shift

Focus: Precision & patience
Challenge Type: Stocking pastries, making lattes
Assistive Tools: Pre-labeled trays, magnifying glass, auto-frothing steam wand

Each successful task reduces stress and reinforces confidence; each failure teaches resilience.

The day ends with a “Performance Summary” screen, where players see how efficiently they managed stress and adapted to challenges in the game.

Disclaimer: Gen-AI tools were used for some background images.

REFLECTIONS & NEXT STEPS
Recognizing the challenges of representing diverse lived experiences

Due to the short playtime and limited project timeline, future iterations could include:

Player 21 taught me that empathy in design doesn’t come from explicitly describing a situation to players, but from letting them perceive it through experience. By merging mechanics, sensory design, and emotion, we built a game that sparks understanding rather than pity.

From a UX perspective, I learned the importance of balancing difficulty and compassion in interactive experiences.