the hikikomori project

context

This project was developed in response to a brief exploring how design can challenge excessive electronic consumption. The goal was to create a product that actively reduces media usage and encourages more intentional forms of interaction.

concept

“The Hikikomori Project” is a card game designed to counteract social withdrawal and digital dependency. Inspired by the Japanese term hikikomori, the project reframes disconnection not as isolation, but as an opportunity to reconnect through meaningful, offline interaction.

The core idea is to replace passive digital consumption with active, human connection.

process

  • Researched the impact of smartphone dependency on social interaction

  • Defined conversation as a tool for reconnection

  • Developed a card-based system to guide interaction

  • Created three editions (Self, Friend, Love) to address different relationship dynamics

  • Integrated physical actions (dice + screen-covering stickers) to disrupt phone usage

Key decisions:

  • Designing multiple editions to personalize the experience

  • Using randomness (dice) to encourage spontaneity

  • Physically blocking phone screens to eliminate distraction

  • Framing the product as both a game and a social intervention

outcome

A fully developed card game that facilitates meaningful conversations while actively reducing smartphone distraction. By combining structured prompts with playful interaction, the project creates an environment where users can reconnect with themselves and others.

reflection

This project taught me how design can shape behavior, not just visuals. I learned the importance of creating systems that actively guide user interaction and how small physical interventions can have a strong psychological impact. It reinforced my interest in designing experiences that address contemporary social issues.

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