Kinnect

2 Minutes, One Card, Real Connection Social impact
Card game + mobile app · Group Project

Year

2026

Category

Identity · App · Cards

Role

Art direction, problem solving

Tools

Illustrator, Figma, InDesign

01

The problem

39% of Singaporeans aged 62+ report feeling lonely, and 86% of them live with family. Sharing a home isn’t the same as feeling connected. In multigenerational households, school, work and screens fill the day, and real interaction slips away.

Two surveys confirmed it from both sides. Seniors (63+) wanted more quality time and shared activities. Younger respondents (13–25) wanted the same, and were open to an app to stay close to their grandparents.

The challenge: a system simple enough for every generation, from teens to grandparents.

Overview of the Kinnect identity applied across multiple formats
Fig. 01 — Reality

02

The thinking

Loneliness here isn't a distance problem, it's an attention problem.

The solution couldn't ask for more time — only a lower barrier to starting a conversation: two minutes, one prompt, no planning. And since screens were part of the problem, it couldn't lead with an app.

Exploration of the Kinnect colour system
Fig. 02 — Issue
Identity applied across the Kinnect cards
Fig. 03 — Card system

03

The Solution

Short term — the card game. A physical deck of conversation prompts in four categories to create interest between generations: Today.., What if.., Imagine, Your Generation. It sits on the table, works for every age, needs no onboarding. Sold at pop-up stands outside community centres and libraries around National Grandparents Day.

Long term — the app. A QR code inside the box unlocks a digital extension: challenges, streaks, mini-games and shared progress that turn one good evening into a habit. Accessibility-first, after user testing flagged text and navigation sizing for elderly users.

Awareness → engagement → habit.

Kinnect app with the final identity
Fig. 04 — The Game
Detail of the Kinnect cards
Fig. 05 — Touch point