Role: Experiential design, Product design
Tools: Adobe Illustrator
Type: Personal | 2025
BREAK FREE!
Out of the loop.
Project overview: Social media shapes identity, with people feeling pressured to present themselves
a certain way. This often leads to overthinking about whether they’re good enough or if they fit
in, fueling constant comparison and self-doubt. The fear of trying new things makes it even worse.
Online content also affects personal identity, causing people to switch personas to meet others’
expectations. This cycle of judgment and imitation leaves little space for true self-expression.
How can we reduce social media's influence on teenagers and young adults to protect
their individuality and prevent identities from becoming homogenized?
their individuality and prevent identities from becoming homogenized?
Insight statement:
Even when trying to avoid conformity, people are influenced by social media because they want
to feel liked and accepted.
Behavior change required:
+ Maximize the need for Authentic self-expression
+ Maximize mindful Social Media Consumption
+ Opportunity to Promote Non-Conformity
Impact:
Teenagers and young adults often overlook the negative impacts of social media. In a community setting,
this game can serve as a practical tool to:
+ Address issues linked to social media-driven influence, such as conformity, comparison-induced
self-doubt, mental stress, and FOMO.
+ Encourages critical thinking and self-reflection through engaging prompts and challenges. It can be
played individually, offering an outlet for those feeling overwhelmed, or in groups during gatherings or
casual hangouts, adding a social and fun dimension.
Through its focus on fostering self-awareness without directly targeting media habits, the game inspires
positive behavioral shifts while maintaining an enjoyable experience.
Teenagers and young adults often overlook the negative impacts of social media. In a community setting,
this game can serve as a practical tool to:
+ Address issues linked to social media-driven influence, such as conformity, comparison-induced
self-doubt, mental stress, and FOMO.
+ Encourages critical thinking and self-reflection through engaging prompts and challenges. It can be
played individually, offering an outlet for those feeling overwhelmed, or in groups during gatherings or
casual hangouts, adding a social and fun dimension.
Through its focus on fostering self-awareness without directly targeting media habits, the game inspires
positive behavioral shifts while maintaining an enjoyable experience.
Prototype:
Out of the loop.