Overview
Peacing Together is a conceptual conflict-resolution game designed for children aged 7 and above. The game transforms conflict into a collaborative puzzle, encouraging empathy and communication through play.
It was developed as part of the Interaction Design and Children (IDC) 2025 Design Challenge, responding to the theme of Hope.
The following sections only breifly outline the research. To read and understand the research in more detail, you can download the paper via the button below.
Role
Lead UX Researcher & Interaction Designer
Team
5 members
Timeline
2 Weeks (April 2025)
Context
IDC Design Challenge 2025
Tools
Figma, Miro, and Paper Sketching
IV. Conclusion & Reflection
The project demonstrated the potential of games as emotional mediators—tools that can transform conflict into collaboration.
We learned that even simple mechanics, when grounded in empathy and symbolism, can encourage deep reflection and perspective-taking.
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However, the lack of user testing remains a limitation. Future iterations should involve co-design with children and educators to refine mechanics and validate how play influences emotional understanding.


Example of a "run" of the game.
Example of tiles with Text (Back) on top and image (Face) on Bottom


II. Research
We explored literature on peer mediation, perspective-taking, and emotional regulation in children, referencing studies that highlighted:
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The value of guided play in emotional learning.
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The importance of peer mediation for conflict resolution.
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The need for developmentally appropriate interaction, aligning with Piaget’s cognitive stages (starting from age 7).
These insights guided our decision to create a two-player game focused on communication, empathy, and cooperative progress rather than competition.
I. Background & Motivation
Research shows that many young kids lack structured opportunities to learn conflict resolution and emotional regulation in social settings. Traditional approaches like separation or adult intervention often fail to build long-term empathy or understanding.
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Inspired by the idea of the “No War Game,” which we got from the solutions presented by the children as part of the design contest, we reimagined conflict as a labyrinth—a shared space that players must navigate together rather than escape from. Drawing from the myth of the Labyrinth, the metaphor positioned conflict as something that traps both parties, but also as a space where resolution can be built piece by piece.
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Our aim was to design a collaborative, game-based experience where the act of playing becomes an opportunity to rebuild understanding and find common ground.
III. Design
Concept Development
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We developed a tile-based game where each tile represents a question or activity related to the conflict being discussed. As players draw and answer tiles, they physically and emotionally construct a shared path—a metaphor for rebuilding trust and understanding.
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Game Components
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Tiles: Contain prompts (questions, reflections, or tasks).
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Visual World: The tiles form environments (rivers, forests, deserts), symbolizing emotional states or challenges.
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Tokens: Represent shared milestones or resolutions.
Gameplay Summary
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Players start by stating the conflict.
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Each turn, they draw a tile and discuss the prompt together.
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Agreement allows the tile to be placed in their shared path; disagreement returns it to the pile.
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The goal is to meet in the middle, forming “common ground.”
This design balances emotional exploration with playfulness, making conflict approachable and safe to navigate. Although no playtesting was conducted due to time constraints, the concept provides a flexible foundation for further exploration through participatory design and prototype testing.

Peacing Together – Building Common Ground Piece by Piece
A tile-based conflict-resolution game that helps children rebuild understanding and empathy through collaborative play.