Tinge

Tinge is a fastest-fingers-first color-matching game that disguises cognitive training as competitive family fun. It turned clinical therapy into intergenerational play.

‍27+ elderly participants reported increased engagement, social bonding, and improved hand-eye coordination.

Why this matter?

Traditional cognitive training feels clinical, repetitive & isolating.

As people age, two invisible battles happen simultaneously:

Cognitive decline: reduced problem-solving, attention spans, working memory


Motor skill degradation: hand strength and dexterity fade, making simple tasks (buttoning shirts, opening containers) frustratingly difficult

"How do we create a cognitive training
tool for the elderly?"

"How do we disguise therapy as something people actually want to do – and want to do together?"

By reframing cognitive training as play, Tinge aimed to create something that worked because people forgot it was supposed to help them.

That's the kind of design I wanted to bring – human-first, strategically sound, and joyfully effective.

PROTOTYPING & TESTING  |  Week 4

Hand-eye coordination. Grab the right object!

Place colourful props (looks like everyday objects) in the center of a table. Each object represents a different colour.

  1. Flip a card from the deck – each card shows multiple coloured shapes, but one colour is always missing.

  2. Players race to identify and grab the object matching the missing colour.

  3. Correct grab = keep the card. Wrong grab = return one of your earned cards.

  4. Most cards at the end wins (but really, everyone wins)

So, was it fun?

2 locations.
32 participants.

Since Tinge aimed to make cognitive training feel like play (not work), traditional metrics like "task completion rate" would miss the point.

Instead, I measured behavioral and emotional indicators of engagement, accessibility, and cognitive activation.

What worked? / 04

Competitive but kind: The "give back a card" penalty keeps it playful, not punishing

What worked? / 03

Hand-eye coordination (spotting color → reaching → grabbing). Reaction time training in a low-stakes environment

What worked? / 02

Immediate feedback: You know instantly if you grabbed correctly

What worked? / 01

Visual clarity: Abstract shapes with clean geometry (no text, universal symbols)

01  |  ENGAGEMENT & REPEATABILITY

64%

participants across 4 sessions played multiple rounds without prompting

45mins

was average session length. When it was planned to be only 30 minutes

Spontaneous
laughter

in 100% of sessions. Competitive banter replaced initial hesitation within 5 minutes

02  |  INTERGENERATION ACCESSIBILITY

7-12yrs vs
65-80yrs old

both age groups competed on equal terms

No rule modification

needed across cognitive/physical ability levels

03  |  COGNITIVE & EMOTIONAL RESPONSES

Visible speed improvement

in color identifcation and object grabbing. Participants with limited dexterity successfully completed 3-5 grabs per round

“Can we play tomorrow?”

Old age home staff later adopted the game for weekly activities

How did I uncover this gap?

Research approach

I conducted contextual inquiry with elderly individuals in their daily environments, supplemented by secondary research on aging, cognition, and game design.

The goal was to understand not just what they struggle with, but how they actually spend their time?

Key Insights / 04

Routine = Comfort, but Variety = Stimulation. They crave structure but need novelty to stay cognitively engaged.

Key Insights / 03

Elderly ≈ Children in skill development. Older adults reactivating motor skills mirrors how children develop them. Both groups learn through exploration and play.

Key Insights / 02

Cognitive load is real. Too much information = shutdown. Too little = boredom.
*Design “just enough" complexity – simple rules, rich engagement

Key Insights / 01

Individual Variability is massive. Not all elderly people garden or knit. Prescriptive solutions fail. We needed something inherently flexible and socially adaptable.

Lets come to design

The details
that mattered

Place colourful props (looks like everyday objects) in the center of a table. Each object represents a different colour.

  1. Flip a card from the deck – each card shows multiple coloured shapes, but one colour is always missing.

  2. Players race to identify and grab the object matching the missing colour.

  3. Correct grab = keep the card. Wrong grab = return one of your earned cards.

  4. Most cards at the end wins (but really, everyone wins)

Props design

Everyday objects chosen for nostalgia and familiarity: items that recall "the good old days" and feel comfortable in hand.

Shape design

Abstract simplified forms = softer, approachable, no cognitive strain from complex imagery

Card Variations (Based on difficulty level)

Level 1  |  Solid Color Cards:

Filled shapes make color identification easier. Great for first-time players or those with more advanced cognitive decline.

Level 2  |  Outline Cards:

Stroke-only shapes increase difficulty – requires more focus to identify all colors and spot the missing one.