Andrea Isabel Zamora

Quadra aims to reinforce core knowledge around communication in the context of consent. The idea of Quadra rooted from the need of transforming knowledge that is usually delivered in a textbook into something interactive and engaging for users, in order to provide an experience that creates a wow moment.
By having this wow moment through active play it is more likely for the user to remember the experience and therefore remember the core values of the game.


To engage users into an experience that leads them towards awareness of the importance of communication in consent


Starting the conversation around consent in an interactive way that sparks wonder.

I took the decision of transforming a potential physical object/toy into a digital platform in order to achieve what has been described above, making Quadra a game on which everyone can play, start the conversation going, reinforce the concepts of communication in consent by providing certain challenges and tasks that trigger the dynamic of communication in a context of consent.

I designed it so that two players are involved, each of them from the safety of their own computer but having them connect through voice which adds the human factor to the whole interaction. So, I tried to take the most intriguing approach and lead the user into an experience of making them feel confused, to then realizing the actions and dynamic that were happening.


Both players will be introduced to a labyrinth. They will both see different perspectives of the labyrinth depending on the role they choose at the beginning of the game.


Both users need to enter the Quadra online game platform on which one of them will send the link to the other player to connect on the same labyrinth platform. The dynamic of Quadra is based on voice instructions, both users need headphones with a microphone. When player one provides the instructions and as the game progresses the voice commands will be disturbed.

Follow a written set of 13 moves to instruct the opponent. These instructions are provided at the beginning of the game.

Overcomes the obstacles of the labyrinth through the guidance of player one.

The instructions will be:

Delayed: Enforcing to wait and check again with the partner

Cut off: Enforcing that sometimes communicating might be hard, might not be clear but we must check again

Another voice interfering: Enforcing that no decision should be influenced.

Giving it the right context

Quadra was thought of to be as an aid to reinforce core knowledge, so the setting of the game is to be on an educational setting where the challenges and outcomes are to be discussed after the game is over, the goal is to complete the experience with a discussion of the challenges faced and how they potentially affect communication in the context of consent.


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Andrea Isabel Zamora

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My vision as a designer is to unlock and allow participation for all individuals through innovative ideas and experiences. My work aims to be inclusive, human-centered, innovative and fun!
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