C3

We Open Up — Findings

HPB YPS Validation Testing · March 2026 · 12 parents, 9 youth
Slide 1 of 7 — Concept overview

What this concept is and what it was designed to answer

C3 — We Open Up
What it is

A physical conversation card game for parents and youth. Category cards prompt a question. Both sides answer. Swap cards reverse the perspective — the parent answers as the youth would, the youth answers as the parent would. Spark cards invite reflection on what was just shared. No winner. No timer. The goal is a conversation that would not have happened otherwise.

Bond Sleep Screen Trust is the condition · not the time of day

What it was designed to answer

By Secondary 1, most parent-youth conversations about health have narrowed to instruction: go to sleep, put down the phone, eat properly. This concept starts from the idea that the conversation problem comes before the habit problem. If a parent and youth can talk to each other, they can negotiate health habits together. Restriction without relationship tends to backfire.


Design principles carried

Control to collaboration  ·  Relationship before habit  ·  Non-threatening entry

Who tested this concept
  • TP01"This looks like fun" — explored cards freely, smiled throughout
  • TP02Confused by Swap/Spark — needed researcher guidance twice
  • TP03Ranked C3 first — enjoyed mimicking his son during Swap
  • TP04Confused by wording, similar deck used before
  • TP05Rated likelihood at 5 — depends on parent to initiate
  • TP06Ranked C3 first — son grown distant since secondary school
  • TP07Questions too general, predicted one or two word answers
  • TP09Introverted child would shut down with emotional questions
  • TP101/7 — communication already working, concept felt redundant
  • TP11Parent drives by default — suggested gamifying answers
  • TP127/7 overall, ranked C3 first — relationship strained around sleep
  • TY017/7 — excited by the reversed dynamic of asking parents questions
  • TY04Would have to lie with parents present — worried about lectures
  • TY10Worried about honesty triggers — would feel unsafe answering
  • TY114/7 — "very adult, not my age group"
The simultaneous reveal — the Swap mechanic's core moment — was not reached in any online session. Findings on mechanic clarity are directional only and need a physical pilot to confirm.
Slide 2 of 7 — Success metrics

What we were watching for

C3 — We Open Up · Success metrics (set before testing began)

These four outcomes were defined in advance. They describe what a strong result looks like for this concept.

01
Both youth and parent understand how to play without a facilitator explaining the mechanic. Tests self-sufficiency. If the game needs someone to explain it, it will not be picked up at home.
Why this matters
The concept is designed for two people at home, with no researcher present. If the Swap and Spark mechanic requires explanation to work, it is either too complex or not explained well enough on the card itself. Either way, it needs to be fixed before the concept can work in the real world.
02
The questions land as curious and fun, not interrogative or threatening. Tests emotional safety. If youth feel the game is a setup for a lecture, they will shut down or lie.
Why this matters
The whole concept depends on both sides answering honestly. If youth feel the questions are designed to catch them out — or if they are worried about what comes after the answer — the game cannot do what it is designed to do. Emotional safety is the prerequisite.
03
At least one moment of genuine surprise or laughter occurs during the session. Tests whether the game produces the connection it is designed for, not just compliance with the format.
Why this matters
A game that is played correctly but produces nothing warm or surprising has failed. The Swap mechanic specifically is designed to produce a moment of surprise — the parent answering as the youth would, or the youth answering as the parent would. If that moment does not land as playful, the concept has not done its job.
04
Either side reaches for it again without being told to. The hardest test. Nobody is going to start it the second time if they did not want to start it the first time.
Why this matters
Unlike C1 (always visible) or C2 (peer initiates), C3 sits in a drawer. Whether the first experience was good enough to make someone take it out a second time — without anyone suggesting it — is the difference between a game that gets played once and one that becomes part of how a family connects.
Slide 3 of 7 — Results

What we found

C3 — We Open Up · Success metric results
Individual ratings — C3 overall experience (1–7 scale)
Each dot is one participant. Ratings split sharply by family type — not by age. Parents who felt distance with their children rated highest.
Parent
Youth
Split reflects family type, not the concept. Where communication was already working, the concept felt redundant.
Response spread — how participants reacted to each pattern
Based on verbal feedback and observer notes across 15 sessions.
Positive
Mixed / conditional
Negative / concern
Met
Partial
Not Met
Not Met for mechanic clarity reflects the online format limitation. The simultaneous reveal was never reached. A physical pilot is needed before drawing conclusions about the mechanic.
Not Met
Both sides understand how to play without a facilitator explaining the mechanic
Swap and Spark confused almost every participant. TP02 needed researcher intervention twice. TP05 could not tell what the blue cards were for. TP10 spotted a design flaw: the Spark question does not link to the category card. No participant reached the simultaneous reveal in any session.
"Very confused about what 'Swap' actually means."
TP04 Sabri
Partial
The questions land as curious and fun, not interrogative or threatening
TY01 and TP03 found the questions genuinely engaging. TY04 said she would have to lie with her parents present. TY10 worried about lectures after honest answers. TP09's introverted child would shut down. The question set needs a lighter entry tier before reaching emotionally weighted territory.
"If I played this with my parents, most answers I would have to lie."
TY10 Naura
Partial
At least one moment of genuine surprise or laughter during the session
TP03 laughed when he mimicked his son during the Swap card. TP01 smiled throughout and explored freely. Several parents nodded and said "oh" when Spark cards appeared. But the simultaneous reveal — the designed moment of surprise — was not reached in any session. Genuine engagement happened, but not in the way the mechanic was designed to produce it.
"Harmless looking segway to deeper conversations."
TP03 Hakim — ranked C3 first
Not Met
Either side reaches for it again without being told to
No participant described a natural trigger for starting the game. TP06 said he would have to start it — his son would not. TY06 was willing but would not initiate. TP11 said the parent drives by default. Unlike C1 and C2, nothing in the environment signals "now is the time."
"If I don't start it, nobody will."
TP06 Han Tien
Slide 4 of 7 — EAST and B=MAP

How it performed against the behavioural frameworks

C3 — We Open Up · EAST and B=MAP
EAST — Is it easy, attractive, social, and timed right?
Easy — Mechanic clarity is the blocker

The question cards were easy. Swap and Spark were not. Almost every participant needed help to understand what the blue cards were for. TP10 found a design flaw herself: the Spark card's follow-up question does not link to the category it came from. The mechanic needs to be self-explanatory on the card — the concept cannot rely on a facilitator to explain it.

Attractive — Conditional on family type

TP06, TP03, and TP12 found it immediately attractive because they felt a real gap the game could fill. TP10 and TP07 did not — because that gap did not exist in their families. Attractiveness is not about the design of the game. It is about whether the family recognises itself in the problem the game is solving.

Social — Right mechanic, wrong entry point

The Swap mechanic is the right idea — reversing perspectives is genuinely novel and several parents responded warmly. But the social dynamic depends on a baseline of trust that not all families in the study had. Where trust was lower, the questions felt threatening rather than connective.

Timely — Trust is the condition, not the time of day

This concept does not belong to a specific time window. It belongs to a moment of trust. TY06 noted that weekdays are too busy — weekends or holidays would work better. TP06 said after dinner is a natural moment. The concept is not constrained to evening, but it needs low-pressure timing. Weekday evenings with homework still pending will not work.

B=MAP — Motivation, Ability, Prompt
Motivation — High where it fits, absent where it doesn't

TP06 described feeling distant from his son and wanting something different to try. TP03 and TP12 ranked C3 first because they recognised the problem. TP10, where communication was already working, rated 1/7. Motivation is binary — it depends entirely on whether the family has the gap the concept is designed to fill.

Ability — Mechanic confusion and trust gap

Two separate ability gaps. The first is mechanic comprehension — Swap and Spark were not understood by most participants without explanation. The second is trust: TY04 and TY10 felt they lacked the safety to answer honestly. You need to understand how to play AND feel safe enough to answer honestly. Both need to be in place for the concept to work.

Prompt — Entirely absent

Unlike C1 (visible on the wall) or C2 (a friend texts you), C3 sits in a drawer. There is nothing that signals "now is the time." Neither side has a natural reason to go first — parents feel awkward proposing it, youth are suspicious of why it is being brought out. The concept needs a low-stakes trigger built in.

"The game lets me ask questions TO my parents — that's kind of unusual."
TY01 Evangeline — on the reversed questioning dynamic
Slide 5 of 7 — Strengths

What worked and why

C3 — We Open Up · Strengths

The ratings for this concept are the most polarised of the three. That is not a weakness — it tells us who it is for. Two things produced the strongest responses.

Designed in

The Swap mechanic produced genuine moments even without the physical reveal

TP03 laughed when he mimicked his son's voice during the Swap card. TP01 explored the cards freely and was smiling throughout. Even without reaching the simultaneous reveal — which was not possible online — several parents described a feeling of being let in to how their child might see things.

This suggests the core mechanic is sound. The confusion was about the instructions, not the idea. A physical session with clearer on-card instructions would likely reach the reveal moment and could change the result of the first success metric.

"It doesn't sound scary but when you do it, it does — these are things you don't usually share with family members."
TP06 Han Tien — describing the experience of playing
Emerged from sessions — not designed in

Youth asking parents questions is an underused design strength

TY01 rated C3 at 7/7. Her specific reason: the game lets her ask questions to her parents, not just answer them. This reversal — youth in the questioning role — was not foregrounded in the concept's design or positioning. It came from how a participant experienced it.

Most parent-youth health conversations go in one direction: parent asks, youth answers. C3 is one of the few formats where that can reverse. TY06 said she would recommend it specifically to friends with difficult parent relationships — another signal that the youth-led angle resonates.

"The game lets me ask questions TO my parents — that's kind of unusual."
TY01 Evangeline — 7/7
Who this concept is for

Parents who have noticed their child has grown quieter or more distant since starting secondary school — and who want something different to try. TP06, TP03, and TP12 are the clearest signals. Where communication was already working (TP10, TP07), the concept felt redundant and scored 1/7. The concept is not for every family. It is specifically for families at the Sec 1 to Sec 2 transition, where the narrowing has begun but not yet closed.

Slide 6 of 7 — Fixes before pilot

What needs fixing before pilot

C3 — We Open Up · Kano classification and fixes
Must-haves (absent = rejection)
  • On-card mechanic guide for Swap and Spark
  • Fix Spark card link to its category
  • Level 1 starter set — light questions before deep ones
  • A built-in low-stakes trigger for starting
Performance (improves satisfaction)
  • Visible question depth tiers on each card
  • More cards for replay value (TY06 — "5 times max" with current set)
  • Physical components only — no digital version needed
  • Add some lighter physical activities to avoid pure conversation fatigue
Delighters (unexpected strength)
  • Youth asking parents questions (TY01 — 7/7)
  • TP03 laughed mimicking his son — felt playful not clinical
  • TP12: "Yeah, this is something more interesting" — 7/7

Four issues emerged clearly enough to address before piloting. The most important note: do not change the Swap mechanic based on online results alone. Run a physical session first.

Physical pilot first
Run a physical session before changing the Swap mechanic
The simultaneous reveal was never reached in any online session. Participants clicked through individually — which is the opposite of what the mechanic requires. Swap depends on both people placing their card face-down at the same time and revealing together. This cannot be simulated on screen. Before deciding whether to keep, simplify, or change Swap, it needs to be tested in a room with real cards. The confusion may be entirely about the instructions, not the mechanic itself.
Observation — all sessions
No physical test yet
Must Fix
Add a Level 1 starter set of lighter questions
TP10 described the current questions as "level 2 to 3 — need simpler daily-life set first." TY04 said she would feel suspicious if her parents started the game. TY10 said she would have to lie. A Level 1 set of light, observable, non-emotional questions — closer to a Never Have I Ever format (TY11's suggestion) — would let families build comfort before reaching the deeper material. Make the question depth visible on each card so families can see where they are.
TP10, TY04, TY10, TY11
4 of 11 participants
Must Fix
Build in a low-stakes trigger that makes starting feel incidental
The concept sits in a drawer. Neither side has a natural reason to take it out. For parents, suggesting it can feel awkward — like announcing they are worried about the relationship. For youth, being invited to play can feel like a setup. A physical trigger changes this: a single card left on the dinner table as an open invitation, a "question of the week" format, or a card that lives in a visible place and signals "whenever." The act of starting needs to feel low-cost to both sides.
TP06, TP03, TY06, TP11
Multiple independent sessions
Must Fix
Fix the Spark card link to its category card
TP10 caught this design flaw herself: the Spark card's follow-up question does not relate to the category card that was just played. The flow breaks — the follow-up question lands as random rather than as a deepening of what was just shared. Each Spark card needs to link back to the specific category it follows, or the Spark set needs to be redesigned so any Spark can follow any category without feeling disconnected.
TP10 Ling
Caught independently
Slide 7 of 7 — What a physical pilot would show differently

What we couldn't see through a screen

C3 — We Open Up · What a physical pilot would surface

Of the three concepts, this one was most limited by the online format. The core experience — two people at a table, placing cards face-down, revealing together — was not testable on screen. A physical pilot is not a nice-to-have. It is a prerequisite for confident conclusions.

Does the simultaneous reveal actually produce the surprise it is designed for?

The Swap mechanic's moment of surprise — both people revealing how they answered as each other — was never reached in any session. Participants clicked through individually because that is what a screen allows. Whether the physical simultaneous reveal produces the intended "oh, you said that?" moment is the most important unanswered question from this study. The answer will change how the mechanic should be framed and marketed.

Does the physical card on the table change how families relate to starting it?

The biggest design gap for C3 is the absent prompt. In a physical context, a card deck on the dining table is a visible object that invites play. Online, the link was only opened when a researcher sent it. Whether a physical deck — left out deliberately, in a visible place — reduces the initiation barrier is something that can only be tested when the object is actually present in a home.

How does the game change across two or three sessions, not just the first?

TY06 said she would play it about five times maximum with the current card set. TY06 said she sees it happening after dinner on relaxed days. Both observations are based on imagined use, not actual repeat play. Whether the game deepens over multiple sessions, whether the mechanic becomes more natural, and whether the question set runs out before the relationship has warmed are all questions that need at least two or three sessions to answer.

Recommendation

Prioritise a physical pilot for C3 above the other two concepts. C1 and C2 have clearer validation results from the online format. C3 has the most conditional and split results — and the most to gain from a physical test. Run sessions with two to three families where parents have described a shift in connection with their secondary school child. Observe across at least two sessions to see whether the mechanic clarifies and whether the relationship dynamic shifts. Do not make structural decisions about the Swap mechanic until this is done.