Case Study
Replicating the intimacy of a physical card game about deep connection — as a virtual, mobile experience.
We're Not Really Strangers is a purpose-driven card game and movement all about empowering meaningful connections, through three carefully crafted levels of questions and wildcards that deepen existing relationships and create new ones. But it only exists as a physical deck.
How can we replicate the intimate user experience of playing WNRS in a virtual experience?
As user researchers, we wanted a better understanding of what drives a user's decision to keep playing WNRS and card games generally — spanning prior experience, feelings during play, and how people use apps to connect virtually.
Suspenseful, fun, tense, happy, curious, warm, provoking, tearful, comfortable.
The final card carries a written message to your partner, revealed 20 minutes after the game ends. Each question is shown only to the person whose turn it is. Moving to the next level requires mutual consent — after all, is a question ever too personal to answer, or does a partner seem to be holding back?