We’re living in a time where multiple generations exist side by side, yet rarely feel understood. Even among parents, children, and grandparents, conversations can be shaped by assumptions, unspoken expectations, and emotional distance. Stories once passed down through shared time and dialogue are easily lost. We asked: how might we design a safe, intentional way for people to understand one another across generations without confrontation, pressure, or blame? Interstar is a guided card-game experience that bridges generational gaps through perspective-taking and storytelling. Inspired by constellations that are historically used to pass down meaning. Each prompt invites players to make a thoughtful guess about another person’s experiences, values, or memories. Players then discuss how accurate that guess was and what shaped the assumption. These conversations reveal not only the reality behind stereotypes, but why they exist, breaking them down from the very top. Each question becomes a star. Each game forms a constellation. And every constellation is a collection of stories from other generations.
Research process and findings:
We surveyed 60 people across different generations (https://forms.gle/yMX86sMke8AWTYq98) using 1-5 rating scales and multiple-choice questions to understand: Do people make assumptions based on age? What happens when they do? Do personal stories help? How do people prefer to discuss sensitive topics? 68.3% of people make assumptions about others based on age. These assumptions cause real damage: 80% experience frustration or tension from cross-generational assumptions, 75% avoid certain topics when talking across generations, and 43.3% feel other generations don't understand their values. A 2022 Frontiers in Psychology study showed that age stereotypes make it harder for people to understand each other, especially for younger people trying to see things from an older person's perspective (https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.781072/full). The research confirms assumptions create walls between generations. 96.7% of people strongly agreed that hearing personal stories from different generations helps them understand each other better. A 2022 Journal of Medical Humanities study found that when people share stories across generations, they stop seeing "two separate groups" and start seeing each other as unique individuals (https://link.springer.com/article/10.1007/s10912-022-09735-4). Another study found that combining storytelling with role-play creates "empathetic and reflexive dialogue" between generations (https://dl.acm.org/doi/10.1145/3613904.3641923). But only 55% feel familiar with other generations' everyday experiences. Even though stories work, people aren't getting enough of them. 54.83% said they'd feel very comfortable responding to an assumption presented as a guess, and another 35% felt neutral. That's around 90% of people who are open to it. Most research focuses on eliminating stereotypes completely. Our findings suggest that assumptions can become conversation starters by reframing them as curious guesses. 86.7% of people prefer in-person communication for sensitive topics, validating our card game format. Research shows face-to-face communication is "much more important for mental health than digital communication" because body language, tone of voice, and eye contact help people feel connected and understood (Scientific Reports, 2023: https://pmc.ncbi.nlm.nih.gov/articles/PMC10191089/). Since our game bridges multiple generations, we prioritized accessibility features informed by research on aging and vision. We chose simple sans serif fonts, which studies show are preferred by older adults for their "clean and simple design" over more decorative typefaces (Frontiers in Psychology, 2022: https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.931646/full). Research confirms that middle-aged and older adults prefer larger font sizes (14-18pt minimum) due to age-related vision changes like presbyopia and reduced contrast sensitivity (https://pmc.ncbi.nlm.nih.gov/articles/PMC9376262/). We also implemented a high contrast design which accessibility research identifies as "most accessible for older eyes" (https://www.marketing-partners.com/conversations2/vision-changes-typography-for-aging-audiences).
Design decisions:
Our research shows how our app creates meaningful conversations: 68.3% of people make age-based assumptions and 80% experience frustration because of them. But when we reframe assumptions as thoughtful guesses, 90% of people are open to engaging. A 2022 Frontiers in Psychology study confirmed that age stereotypes create "psychological distance" that blocks empathy (https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.781072/full). Research shows intergenerational programs where both generations participate equally are far more effective than one-way storytelling (Frontiers in Psychology, 2021: https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2021.658797/full). Both players guess about each other—everyone's both storyteller and listener.
- Face-to-Face, Not Remote We designed the experience for in-person use—players sit together, not connected through screens. 86.7% of our respondents prefer face-to-face communication for sensitive topics, and research backs this up. A 2023 Scientific Reports study found face-to-face communication is "much more important for mental health than digital communication" because nonverbal cues—eye contact, tone, body language—reduce psychological distance and help people feel safe (https://pmc.ncbi.nlm.nih.gov/articles/PMC10191089/).
- Questions That Go Deeper We designed questions that move beyond small talk into values, memories, and meaningful experiences. Only 55% of people feel familiar with other generations' everyday lives, even though 96.7% know stories help understanding—people just need structured opportunities to share them. We learned from psychologist Arthur Aron's research on building closeness through "escalating, reciprocal self-disclosure"—gradually moving from lighter to deeper questions (https://amorebeautifulquestion.com/36-questions/). Research shows people are surprised by how good these conversations feel, even when expecting awkwardness.
- Designing for Accessibility Since we're bridging multiple generations, accessibility was crucial. We chose simple sans serif fonts, which research shows older adults prefer for their "clean, simple design" (Frontiers in Psychology, 2022: https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2022.931646/full). A systematic review found that middle-aged and older adults need larger font sizes (14-18pt minimum) due to age-related vision changes like presbyopia and reduced contrast sensitivity (https://pmc.ncbi.nlm.nih.gov/articles/PMC9376262/). We implemented high-contrast design—dark text on light backgrounds—which accessibility guidelines identify as "most accessible for older eyes" (https://www.marketing-partners.com/conversations2/vision-changes-typography-for-aging-audiences). Our read-aloud feature addresses research showing that "small font size and confusing icons" cause older adults to disengage from technology entirely.
AI in our workflow:
We used AI image generation during the visual design phase, specifically to create the card illustrations that form the visual foundation of our game. AI came into our process after we had finalized the question content and card structure, but before committing to a final visual direction. We primarily used ChatGPT with DALL-E 3 integration for generating card illustrations. ChatGPT became our design partner because its conversational interface let us refine prompts iteratively. We could describe what we wanted, see what it generated, then adjust our language based on results. This back-and-forth felt collaborative rather than transactional. We asked AI to generate 3d graphics that otherwise would’ve taken hours. The AI understood we were exploring, not just executing. AI completely changed our visual direction early in the design process. For the main overview cards that introduce each game, we initially wanted full constellation imagery—classic star maps with lines connecting to form complicated shapes. DALL-E generated beautiful, intricate, detailed illustrations. But when we placed them next to our card text, they didn't work. The busy star patterns competed with the questions for attention. We also realized these complex illustrations would be difficult for older players with vision changes to process comfortably. We simplified our prompt and refined it through multiple iterations until we found what worked: "single glowing star with soft light rays, minimal composition, gentle and calm." This iterative process with AI allowed us to quickly generate and test multiple visual directions until we found images that matched our vision.
Built With
- figma

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