The complete Capybara Land tabletop game, board, cards, tokens, Calm Meter, and presentation environment

Team project · Carnegie Mellon · Persuasive Design

Capybara
Land

A cooperative game that makes small calming actions easier to start.

My ownership
Map system · core rules · handmade player pieces
Scope
Behavioral strategy · game mechanics · prototyping · playtesting
Team
Sue Hong · Yazmin Wang · Gabriella Chen · Jan Chen
Status
Completed academic prototype · refined through qualitative playtesting
My contribution

I designed the board players move through and the rules that keep everyone on the same side.

Within the four-person team, my ownership connected the spatial journey, the game economy, and the tactile player experience.

01 · Map architecture

Designed the overall map layout, positioned each thematic zone, and wrote the interaction and content for every board space.

02 · Core economy

Defined the team Calm Meter and a two-path food system: exchange food for shared calm, or keep it to build the group picnic at the end.

03 · Cooperative frame

Positioned the game around collective progress instead of individual scores, rankings, or a single winner.

04 · Physical pieces

Handmade the capybara tokens that represent each player and make the shared world tactile.

01 · The tension

When relaxation feels like work, people resist the invitation.

Digital wellness can ask stressed people to return to the same screens contributing to burnout. Explicitly telling someone to “relax” can also turn self-care into another obligation.

How might a physical, social experience make small calming behaviors easier to begin, without pressure, ranking, or self-disclosure?
Final illustrated Capybara Land board with activity zones and instructions embedded in every tile
Final illustrated map
02 · The game in one turn

One journey.
One shared measure of progress.

Players explore at their own pace. Each turn connects a small action to a visible, collective goal instead of an individual score.

01

Choose

Pick a tactile capybara piece.

02

Explore

Move through six activity zones.

03

Participate

Draw a prompt or complete a small action.

04

Gather

Collect ingredients and create a meal.

05

Contribute

Exchange tokens to fill one shared Calm Meter.

Final Capybara Land board showing paths, activity zones, ingredient tokens, and capybara pieces
Garden · Farms · Tea Room · Bakery · Yoga · Picnic Mat

Different zones mix social, physical, and reflective interactions across one continuous route.

03 · Mechanics with intent

The system does the persuading.

Three design moves translate behavioral principles into what people see, touch, and do. The academic theory stays behind the experience; the invitation stays simple.

01Prime

Set the mood before the rules begin.

Soft color, rounded illustration, cozy locations, and handmade pieces make the invitation feel gentle before anyone draws a card.

02Embed

Hide self-care inside ordinary play.

Breathing, stretching, reflection, and small social actions are woven into movement, characters, cards, and collecting.

03Cooperate

Replace individual scores with shared progress.

Every player contributes to one Calm Meter, making participation visible without ranking people or rewarding a single winner.

Four handmade capybara game pieces
Handmade character pieces make each player part of the world.
Final rules panel explaining the Calm Meter and ingredient-to-meal recipes
Ingredients support two choices: craft a meal or contribute toward shared calm.
04 · What playtesting changed

Give people time to participate.

The first playable prototype exposed a structural problem: the route worked, but speed and ambiguity pulled attention away from the activities themselves.

Black-and-white first playable Capybara Land prototype with handwritten tiles, paper cards, tokens, and notes
First playable prototype

Testing rules, prompts, route clarity, and pace before visual refinement.

Final board close-up showing clear instructions and exchange-for-Calm-Token spaces
Final system

Instructions live on every space; shared progress must be earned through play.

01

The game moved too quickly.

Observed in the first version

Calm Tokens could be claimed directly, shortening the time spent in activities.

Design response

Players now exchange three regular tokens for one Calm Token, slowing the journey and making shared progress more meaningful.

02

Some turns felt empty or unclear.

Observed in the first version

Several tiles offered too little direction, leaving players to infer what should happen next.

Design response

Every tile gained a concrete instruction so the board itself could guide the experience.

03

Physical prompts created the strongest engagement.

Observed in the first version

The first version offered fewer movement-based moments across the route.

Design response

More physical activities were added, and zones were rearranged into a smoother social, physical, and reflective journey.

05 · Final play session

The most valued moments happened between players.

Participants responded most strongly to the physical and social activities. Yoga and other embodied prompts created movement, laughter, and interaction. The final game gives those moments more room.

06 · Outcome & limits

A finished physical prototype, ready for the next round of playtesting.

Capybara Land demonstrates how atmosphere, mechanics, and social structure can work together to lower the barrier to everyday stress-relief behaviors. It does not claim clinical efficacy or measured stress reduction.

Delivered

An illustrated board, cards, ingredient and meal tokens, handmade figurines, rules, a shared Calm Meter, and a full physical prototype.

Qualitatively supported

Playtesting informed the pacing, tile guidance, zone flow, token economy, and emphasis on physical activity prompts.

Still to improve

Clearer self-guided onboarding, more varied prompts and meal opportunities, and alternatives for people less comfortable with group interaction.

The four-person Capybara Land team holding handmade game pieces beside the final board
The Capybara Land team with instructor Geoff Kaufman beside the final project display
With gratitude

Thank you to Sue Hong, Gabriella Chen, and Jan Chen for shaping Capybara Land together—and to Professor Geoff Kaufman ↗ for guiding the project.

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