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EQ Game

Create. Collaborate. Celebrate

A collaborative drawing game designed to build connections and spark imaginations


My responsibilities

As part of the design team, I conducted user research to assess product-market fit. I also took part in making decisions on the functionality and mechanics of the game and facilitated usability testing sessions. Besides designing interaction models, I created a design system for UI elements and marketing materials.


Dec 2019–Aug 2020


Mobil Art School




Thejus Kayanadath

About project

EQ is a mobile drawing game that brings a fun and artistic twist to online collaboration using chance and random encounters to foster individual creativity and community building! EQ builds on the surrealist drawing exercise, Exquisite Corpse, by removing the physical limitations of page and paper size, drawing tools/materials, geography, audience, and limited reach for collaboration. The app - created by Mobil Art School, an artist-run company from Vancouver, Canada - enables collaboration, communication, and connection regardless of artistic ability, providing users with a fun and unique experience with every touch.

Phase 1 Highlights

Together with the team, I created user journey map and mapped out potential features to focus on.

Onboarding process

The onboarding process involved introducing the idea of implementing Exquisite Corpse, a familiar game, into the digital space and how EQ Game differed from the original version.

Task Flows

The first phase primarily revolved around the development of the two task flows–creating a new project and sending the finished tile to the next person. These two tasks were the key differentiators of EQ Game from the traditional pen-and-paper

Online presence

We created a webpage to introduce the game and recruit participants for the beta testing.

Phase 2

The second phase focused on implementing two new features: joining an ongoing project and creating/ joining a group.

The group functionality required the design team to rethink about the roles and corresponding actions that players could take.

In addition to designing the interactions, I built a library of personal and group profile pictures that reflected the fun and spontaneous nature of our product.


At the end of the second phase, we conducted interviews with educators and event organizers to understand how this product could help bring people together, especially during the pandemic era. Besides the participants' interest in the game, their inputs prompted us to think about the context within which the product would be implemented and how it would effect the overall architecture. I found this insight valuable in turning me into an ardent advocate of a holistic and user-centric approach to design process.

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