SWIPE
Game Design & Transformation
ALI MUSTAFA GAMES • Freelance
Tools ~ Figma, Figjam, Unity, Google Suite
AMG
Reimagining the Muslim Party Game as a digital experience that celebrates culture, connection, and play

Problem statement
As digital platforms become an essential part of our daily lives, implementing engaging physical experiences become more rare. Our team focused on digitally adapting The Muslim Party Game to stay true to its cultural roots and social nature for both Muslim communities and users interested in learning about the culture.
Problem statement
Problem statement

Prototyping
Client Consult
In order to connect with the client, communication was key. With our weekly client meetings with Saffiya Scott, the Ali Mustafa Games, we were able to pin point what the client wanted to achieve with the game. While the game's purpose is to celebrate and educate people about Muslim culture, we needed to design the game in way that would create fun and interactive gameplay. From the get-go, we agreed on a few key priorities:
Maintain the Social Energy of the Physical Game
Simplify the Onboarding Process
Design for Primary and Secondary Users
We also discussed the flexibility needed in gameplay so that it could be adapted to different cultural contexts. This consultation laid the groundwork for our research goals and design strategy, keeping the user at the center of the development process.
Project Goals
Our goal is to develop a digital translation of the "Muslim Party Game" for users to effectively practice cultural connection, representation, celebration, and most importantly, have fun.
From the team's own research and experiences, we saw firsthand the lack of proper cultural representation with games that were designed after Muslim culture. Games took the 'aesthetics' and stereotyped visuals of the culture to theme their packaging. After realizing how much of an explicit problem this was, we decided to prioritize accurate learning, representation, and listening throughout our design process. It was critical to us that we uplifted the needs of our primary user group (the Muslim community) throughout the project.

Prototyping
Research Synthesis
Initial Approach

Before launching our formal research process, our team began by directly engaging with the physical version of The Muslim Party Game. We played multiple rounds of the tabletop game to understand its pacing, mechanics, social dynamics, and educational tone. This allowed us to build a foundational understanding of the game and its crucial elements.

The game's strength lies in its high engagement, cultural storytelling, and teamwork.

Each round adds layers of familiarity, creating memorability and reinforcement of cultural knowledge.

Its simplicity and group-based play structure make it easy to pick up and naturally suited for a variety of social settings.

After communicating with our client, we aligned our primary & secondary stakeholders, and determined our main research goals.

Primary and Secondary Stakeholders
Primary User
Primary Users:
The Muslim Community

The main audience for the digital game is the Muslim community, in hopes that they could enjoy playing the game in social contexts with content that is relevant to their values and culture.

Secondary User
Secondary Users:
Users interested in Muslim culture

The secondary audience for the digital game are users who might not exactly be a part of the Muslim community, but want to learn more about the culture in a respectful manner.

Research Methods

Primary Research

Data was collected through Google Forms surveys to understand user preferences for tabletop versus digital games, focusing on social interaction and engagement features.

Key Findings: Users preferred simple, fast-paced games that encourage face-to-face interactions.

Interviews were conducted with users who were familiar with the physical version of the game with different activities (card sorting, educational vs. party game study, think-aloud protocols)

Key Findings: Participants emphasized the importance of fun, inclusivity, and cultural relatability, they concerned about losing social "vibe" in digital play.

Interviews were conducted with experts Erik Harpstead and Jessica Hammer, 2 renowned and educated experts in the game design field at Carnegie Mellon.

Key Findings: The importance of maintaining the "social layer," offering flexible game formats, easy enter & exit methods, and embedding cultural content without making it feel overly educational.

Visits were made to two local stores that sell the physical game (Games Unlimited, Phantom of the Attic)

Key Findings: Players are more drawn to games that support varied play styles, group sizes, and replayability over multiple sessions.

Secondary Research

A comprehensive review of literature on analog versus digital play, hybrid game design, and cultural learning through games.

Key Findings: Digital platforms can diminish social interaction and cognitive engagement unless intentionally designed to preserve these aspects.

A SWOT analysis of five prominent digital party games (e.g., Jackbox, Monikers).

Key Findings:Critical success factors include replayability, customization, streamlined onboarding, and mechanics that promote team collaboration.

Final Insights
1
Accessibility and inclusivity represent significant opportunities for digital platform games, as they enhance user engagement and retention.
2
Replicating collaborative interactions is essential in digitally transforming a physical game, as it preserves multiplayer experiences and team dynamics.
3
Long-term engagement and replayability depend on incorporating mechanics that keep gameplay fresh and enjoyable across multiple sessions.
At the end of our research, we were able to identify key mechanisms, designs, and elements that would be needed to tranform the client's game. Ultimately, we were now ready to begin the design process and start the prototyping phase!

Prototyping
Prototyping & Designing
Design Process
Design Process

Crazy 8's

Our team decided to use the Crazy 8s method for the design process and brainstorming because it allowed us to rapidly create a wide range of ideas in a short amount of time. In this process, we were able to clearly identify what features, user interactions, and visual styles were needed in the game and how to translate the original physical game into an engaging digital experience.

Design Process

Moodboard

We created a moodboard to capture the playful, colorful, and energetic design of *The Muslim Party Game*. It focused on bold colors, friendly character designs, and intuitive layouts, highlighting key game features like category sorting, card designs, and scoreboards. This process helped refine crucial features and guided our competitive analysis of similar games.

So how does the game work?

Onboard

All players get to review the card contents

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Round 1

1 player describes the card word, team guesses

Next team goes

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Round 2

1 player uses 1 word to describe the card word, team guesses

Next team goes

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Round 3

1 player acts out the card word, team guesses

Next team goes

Game Flow Diagram
Lastly, from our research, we realized our prototype needed to have 3 main phases: onboarding, the sneak peek, and finally the rounds and scoreboards. We finalized all the user interactions for each phase through brainstorming a game flow diagram. By determining what actions or decisions users would need to decide, we were able to translate them into digital screens. This helped our team realize what key aspects and features needed to be added in order to create our lo-fi prototype. Through a combination or the Crazy 8's, the moodboard, and this game flow diagram, we were able to create our initial lo-fi prototype.
Game Flow Diagram
Prototyping: Lo-Fi
Lo-Fi: Onboarding
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When users begin playing the game, they are introduced with a tutorial screen that teaches players the basics and the rules. We wanted to keep the structure simple in order to have a shallow learning curve. Because there are so many rules for the overall game and the rounds, we compressed them into one screen to communicate the general idea of the game to the user.

Furthermore, we realized that this step needed to go in the beginning of the game because when users are new to the game, they need immediate clarity on how to move forward. Overall, we generally thought that this design would be a good starting point for testing as well to see how to further simplify the game rules for the players.
Lo-Fi: Sneak Peek
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Before users start to play the actual rounds of the games, our client and the team saw that having a sneak peek phase crucial. Not only would it keep the originality of the game but also add more competitiveness and collaboration to the game as well. We decided to design the sneak peek phase in a way where users are presented with random cards and have to review them altogether as a group on the phone screen. Our team thought that this would be an effective way to memorize a few cards and also mimic the way the physical game was set up.

Furthermore, by also always making sure to add exit options such as "x", "←", or "skip", it would to give the user alternative actions if they were already familiar with the game and wanted to bypass the sneak peek phase. We incorporated these exit, back, and pause actions throughout the game in order to give users a lot freedom to move within the game.
Lo-Fi: A/B Testing
Flow 1
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Flow 2
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We developed and prototyped 2 different versions of the lo-fi designs in order to determine which features users tended to prefer more. Especially as there are several smaller features in this game that have varied preferences for each, our team created 2 flows that had different round rule screens, card interactions, and score presentations.

Prototyping: Mid-Fi
Mid-Fi: Onboarding

Changes Made

Break down the rules for the onboarding into more digestible screens

Incorporate more details of the game modes

Make sure the card contents make sense for the general muslim culture

Mid-Fi: Sneak Peek

Changes Made

Font and aesthetic changes

Mid-Fi: Rounds

Changes Made

Horizontal scoreboard design

Combine swipe and tap features

Place the timer at the top

Prototyping: Hi-Fi
Hi-Fi: Onboarding
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Rules
Game Modes
Card Customization
Hi-Fi: Sneak Peek
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Team Formation
Sneak Peak
Hi-Fi: Rounds
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Round 1
Round 2
Round 3
The feedback from users who played both versions of the game reveals that they preferred Flow 2 due to its clear and engaging features, with specific improvements suggested for the UI and gameplay. Users found the onboarding process and information overload confusing, and emphasized the importance of a timer to help keep track of time.

There were mixed opinions on the challenge level, especially regarding the second round's difficulty, with some wanting more hints or words to describe cards, while others felt that a higher difficulty level added to the fun. Users were unfamiliar with many of the cards, with secondary users in particular struggling due to lack of context. Additionally, cultural and geographical backgrounds were found to influence how players perceived the content.

Prototyping
User Testing

User Testing Results

LO-FI

Issues
Updates

Confusion about swiping cards in Flow 1

Moved towards Flow 2 with buttons instead of swiping

Information overload and confusion with onboarding

Simplified the onboarding by breaking it into smaller, digestible steps.

Low scoreboard and timer visibility

Created a visible layout for scores & the timer was placed at the top center

MID-FI

Issues
Updates

Sneak Peek Phase presentation was too complex

Clarified the instructions, providing a countdown timer for each player, and ensuring players only saw a few cards at a time

Gameplay roles were unclear due to device set-up (one device, pass around)

Provided clear on-screen prompts to guide players, directing them on who should hold the device next and what roles were during each round.

HI-FI

Issues
Updates

Unfamiliarity with cultural references on cards, making it harder to engage with the game (mainly secondary users)

Adding visual representations of the countries of origin, making it more accessible and culturally relevant

Round 2 sometimes was either too easy or too hard based on the word and the familiarity with the content

Break onboarding into steps

*Hi-Fi feedback mainly revolved around the gameplay and the foundations of the game. As the client tests and updates not only the design and accessibility but also the game mechanics more, they will implement our test findings into the final version!

Prototyping
Reflection
Looking back on this project, I'm grateful for the opportunity to bring my creativity and collaboration to the table. From the start, I was excited about tackling the challenge of designing a game that not only needed to be creatively complex but also culturally sensitive and inclusive. Through the design process—whether it was brainstorming with Crazy 8's or refining prototypes after user feedback—I learned a lot about balancing out of the box thinking with practical solutions.

I was able to guide the project through the different stages, adapting based on the feedback we received from our users. This helped me create a more intuitive and collaborative experience for everyone involved. Moving from Lo-Fi to Mid-Fi to Hi-Fi prototypes allowed me to continually refine and improve the game, making sure it remained true to its cultural roots while improving the overall user experience.

It's exciting to think that this project will continue to grow beyond its current state. The Unity prototypes we've developed provide a solid foundation for the client to build on as they move forward. I'm looking forward to seeing how this project evolves and how I can continue contributing as it moves into its next phase. It's been an incredible learning experience, and I'm thankful to have been a part of it.