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From Physical Card Deck to Digital Conversation Experience

On behalf of AcadeMedia, we developed a digital prototype of their well-regarded conversation card decks used in schools. The goal was to increase accessibility without losing the educational and human value.

My Role

My main responsibilities included:

  • Planning, facilitating, and conducting a workshop to test the first digital version

  • Conducting interviews and observations to gather insights

  • Creating components for the prototype

  • Designing user journeys and structure based on insights from the tests

I was particularly involved in translating the physical experience into a digital context, while preserving the sense of closeness and reflection.

Image of the four different card decks
Starting Point & Problem Definition

AcadeMedia used physical card decks in various school settings but identified a need to make them digitally accessible. The challenge was:

“How might we develop a simple digital solution that makes AcadeMedia’s conversation card decks more accessible in everyday school life, without losing their reflective and educational value?”

Image of the card deck and cards
Design Process
Research

We started with:

  • Interviews

  • A workshop where participants used both the physical and digital versions of the card deck (A/B setup)

  • Observations and analysis of interactions, emotions, and barriers

 

Insights:

  • Many found the physical card deck cozy but impractical

  • The digital prototype was perceived as confusing at first

  • Too many clicks and too much text slowed down the flow of conversation

Foto från workshopen där deltagare spelar kortleken.
Ideation & Concept

We discussed several solutions:

  • Audio playback of cards

  • Visual support with symbols & color coding

  • Option to mark cards as favorites

 

After feedback from AcadeMedia, the mobile format was prioritized, which meant shifting from iPad to mobile view during the project. This required significant rework of the layout and user flow.

Post-it notes with solution ideas
Design Solution: Talkio

Start Page

  • Four card decks, scrollable (horizontally in mobile view)

  • Simple onboarding and clear navigation

 

Category Selection

  • Users can choose a conversation category, e.g., respect, understanding, responsibility

 

Play Mode

  • Users choose between different exercises (role play, writing exercises, etc.)

  • Audio function for card playback

  • Option to rotate the device for landscape view

 

Card View

  • Large, clear question

  • Icon connected to the theme

  • Option to save favorites

 

Identity

  • We created the name “Talkio” and designed a playful yet professional logo adapted for the school environment

Tablet and mobile versions of the start and category pages.
Tablet and mobile versions of the card page, in both portrait and landscape view.
Four frames showing different interactions
Testing & Iteration

Our user tests (workshop + interviews) showed that:

  • Users found color coding and symbols intuitive

  • Long texts or too many clicks disrupted the flow

  • It was important to match the sense of emotional safety from the physical format within the app as well

We responded quickly to feedback:

  • Simplified navigation

  • Added visual feedback

  • Adjusted language and placement of instructions

Conclusion
Results & effects
  • A responsive and inclusive solution, enabling conversations regardless of location, device, or participants

  • Anchored in the school environment, yet designed with flexibility to also work beyond the classroom

  • A prototype ready for implementation, without the need to store data, in line with AcadeMedia’s requirements

Reflections & Lessons Learned

I learned how important it is to never assume that a solution is obvious just because it feels obvious to us as creators.

The project gave me:

  • Practical experience in translating a physical product into a digital service

  • The opportunity to work with testing and iterative design, two of my favorite parts of the process

  • A deeper understanding of accessible design in educational environments

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