
Chaos is a card game
Designing an unruly card game that turns shared jokes, challenges, and social moments into play.
[Describe what sparked Miss Bingo, who it was for, and the experience you wanted to create. Explain why a photo scavenger hunt and bingo cards were the right starting point.]
[Set out the initial goals and constraints: the setting, group size, devices, and what a successful game should feel like.]
[Describe your responsibilities across the concept, product design, visual identity, and development. Credit any collaborators and clarify which decisions you owned.]
[Add the timeline and scope of the first release, including what you chose to prioritize or defer.]
[Walk through the core journey: starting or joining a game, understanding the card, contributing photos, and following progress. Explain the key design decisions and the alternatives you explored.]
[Describe a meaningful iteration from a prototype or playtest. Show what changed, why it changed, and how the implementation supported the experience.]
Visual placeholder: add early sketches, a player-flow diagram, or a before-and-after comparison with captions explaining the decisions.
[Describe what shipped and how people used it. Include observed behaviour, player feedback, or measured results where available.]
Visual placeholder: add final mobile screens or photos of a game in progress to show the experience in context.
[Reflect on the most useful lesson from designing and building Miss Bingo. Connect it to a specific decision, surprise, or tradeoff.]
[Describe what you would improve next and what you would want to learn from another round of play.]

Designing an unruly card game that turns shared jokes, challenges, and social moments into play.