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Communication Designer

Between the lines:

Not all lessons are written

Project Type

Design Research | Strategy | Game Design | Branding

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about the project

Target Audience

This project explores the invisible yet essential layer of learning—soft skills. Though subtle and often overlooked, these are the skills that influence every meaningful interaction. They’re not taught directly—but they are learned.

This project takes shape as a card game designed to help teenagers and young adults develop their people skills in an open, engaging, and reflective way.

A learning experience not written in textbooks, but lived between the lines.

Teenagers (13yrs - 19yrs)

Young Adults  (18yrs - 24yrs)

What lies between the lines

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These skills shape not only how we work, but how we exist with others.

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Soft skills are increasingly recongnized as essential for success in both personal and professional contexts.

Underestimation of importance

Soft skills training is frequently undervalued in both educational and proffessional settings

Difficulty in measurement

Unlike hard skill, soft skills are harder to quantify and evaluate.

Limited access to training

A Willey survay found that only about 35% provide specific soft skills taining.

Lack of resources and training opportunities

Not provided adequate training resources for soft skills development.

Impact of training

Even when opportunities exist, they might not be fully utilized.

Lack of impact

When such programms exist, they might be one-time events.

where the gaps begin

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current landscape

Cultural attitudes

There may be less emphasis on interpersonal communication and emotional expression.

Education system limitations

The educational focus is mainly on hard skills and academic achivements.

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Though educational systems have integrated different methods to develop soft skills, it is not impactful because of various reasons.

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Soft skills are currently under integrated into the formal curriculum.

Soft skills development often becomes more visible and relevant in higher grades, where students start engaging in group project and other activities.

Few schools arrange programms for students but they are usually limited in frequency and accessibility.

Younger students are often more enthusiastic about partcipating in extra curriculars but their interest tends to decline in higher grades.

conclusion

While the value of soft skills is widely acknowledged, their development remains uneven and under-prioritized in schools. Limited access, inconsistent programs, and rigid academic structures leave many students without the space to grow beyond the syllabus. As a result, opportunities for building these essential skills are often delayed, scattered, or missed altogether.

The variety and quality of extra curricular activities vary widely based on recources and location (urban or rural).

Educators noted that parental involvement in soft skills development varries, as most might prefer academic excellence.

interview insights

Key challages include lack of time within rigid academic schedule, insufficient recources, lack of teacher training on soft skills pedagogy.

Impact is limited because participation is not wide spread and consistent.

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seeing the unseen

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Despite their growing importance, soft skills remain under-integrated in the formal education system. Limited access, inconsistent programs, and a lack of time, resources, and trained educators leave students with unequal and delayed opportunities to develop these essential life skills.

Role-playing exercises

Instructor-led workshops

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The pattern :
Every existing method is an isolated activity.

Story based learning

Online learning platforms

Gamification

Team building activities

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defining the direction

current methods

Mentoring and coaching

Augmented reality (AR) and Virtual reality (VR)

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The final approch

To design a card game that develops soft skills through open-ended, activity-based play. Unlike isolated workshops or rigid programs, the game creates a safe, social space for self-expression, reflection, and interaction.

A card game was chosen for its accessibility, versatility, and ability to subtly engage players without feeling instructional. It transforms soft skills into shared moments of connection—one card at a time.

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  • Each card features an activity or challenge designed to build soft skills like communication, empathy, and teamwork.
     

  • The game encourages self-expression, reflection, and interaction through playful, open-ended prompts.
     

  • There are no winners or losers—only conversations, connections, and growth.
     

  • Players can interpret the prompts creatively, allowing for a flexible and inclusive experience.
     

  • Designed for any group size, the game is ideal for classrooms, families, or friends.

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How it plays out

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look and feel

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color palette

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fonts

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Logo and wordmark

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card dimensions

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