Common::Ground
Playful, Interactive Toolkit That Builds Real Connection.
Year:
2024
Timeframe:
10 Weeks
Tools:
Figma
Category:
Product Design

01 / OVERVIEW
Common::Ground: A Toolkit for Meaningful Ice-Breaking Sessions
Common::Ground was born from a deep dive into the challenges of cultural exchange and group dynamics — the gap between facilitators wanting to create real connection and the awkward, forced ice-breakers most groups default to. It's a gamified toolkit that gives facilitators the structure to build inclusive, dynamic sessions where participants feel seen rather than performative.
02 / PROBLEM
International students struggled to feel included in icebreakers
Cultural exchange sessions often start with ice-breaking activities, but for many participants these moments feel awkward, forced, or unrepresentative of their identities. Facilitators struggle to create inclusive, engaging environments due to limited tools, unclear structures, and the challenge of managing diverse group dynamics — leading to surface-level interaction rather than real connection.
03 / SOLUTION
A bingo-inspired toolkit that turns intros into real connection
I led end-to-end product development of Common::Ground, starting with user research through interviews with facilitators and participants to identify pain points and inform personas and design goals. I co-designed the core components — interaction cards and the Bingo-inspired structure — that shaped the toolkit's interactive experience, then ran usability testing and helped refine the visual design through structured team collaboration. The result: Bingo-inspired prompts, interaction cards, culturally reflective name tags, and playful rewards that turn introductions into opportunities for real connection — giving facilitators the structure, flexibility, and creativity to bring people together across cultures, personalities, and experiences.
04 / OUTCOME
Selected from 1,800+ applicants to present at CHI 2025
Common::Ground was selected from 1,800+ applicants to present at CHI 2025 in Yokohama, Japan, as part of the conference's Late-Breaking Work exhibit.