Familiar Stranger: An Accessible Simulation of Workplace Isolation

What Inspired Me

This project was born from the deeply personal experience of navigating a workplace as a "familiar stranger"—the person who is physically present, but functionally invisible. It's a feeling many people know, whether they're third-culture kids, neurodivergent, or simply don't fit into a pre-existing, tight-knit social structure. You're a ghost in the machine, performing tasks in a vacuum while life happens in a group chat you're not in.

I was inspired to turn this experience into a game to answer a few questions:

  • How can you quantify the slow, draining cost of daily social exclusion?
  • What if you could contrast this reality with the ideal, inclusive onboarding experience everyone deserves?
  • Could a game make this invisible struggle tangible and foster empathy in those who have never experienced it?

This led to the creation of a dual-narrative game:

  • The "Dream Office" is a pastel-colored world of support and inclusion.
  • The "Familiar Stranger" is its Y2K-themed, glitchy, and isolating counterpart, based on my real-life experiences.

Accessibility as a Core Theme and Feature

For the Hacks4Access hackathon, accessibility was the primary driver. This project approaches it on two levels:

Thematic Accessibility

The game's main goal is to make the often-invisible challenges of social anxiety, workplace trauma, and exclusion accessible and understandable. It simulates the mental and emotional energy ("Social Battery") required to navigate these environments, turning an abstract concept into a measurable game mechanic.

Functional Accessibility

The game itself is built to be inclusive:

  • Simple, clean UI
  • High-contrast and large-text modes (toggled on the fly)
  • Settings saved locally so the user's needs are remembered
  • Entirely self-contained in a single HTML file, accessible on any modern web browser without complex setup

How I Built It

This project was built from the ground up using a "vanilla" stack: pure HTML, CSS, and JavaScript (ES6). I intentionally avoided frameworks to keep the project lightweight, transparent, and to challenge myself.

  • Dual-Narrative Engine: A state-management object (gameFlags) tracks progress and encountered events, creating a persistent world where choices and time matter.
  • Dynamic Event System: "Event pools" for different times of day keep each run unique, while still advancing the overall narrative.
  • Contrasting UI/UX:
    • Dream Office → Inter font + pastel palette, soft and welcoming.
    • Familiar Stranger → VT323 pixel font + Windows 95 color scheme, vaporwave-inspired background, evoking nostalgic alienation.

Challenges I Faced

The biggest challenge was translating nuanced, often painful personal experiences into a game without it becoming overly deterministic.

  • I wanted to avoid creating a "pity simulator"—instead, I aimed for an empathetic tool.
  • Balancing harsh realities with moments of agency and small victories (e.g., energy boosts from personal projects) was key.
  • On the technical side, managing complex event flags and branching paths in pure JavaScript required careful planning to remain manageable and bug-free.

What I Learned

  • Game mechanics can be a powerful tool for empathy.
  • Quantifying something as abstract as "social energy" makes people see familiar situations in new ways.
  • On the technical side, this project reinforced the power of vanilla JS and the importance of designing for accessibility from the very beginning, not as an afterthought.

Built With

  • HTML5
  • CSS3
  • JavaScript (ES6+)

No frameworks, no libraries—just pure, foundational web technologies.


"Try it out" Links

  • Live Demo: [Link to your live game hosted on GitHub Pages, Netlify, etc.]
  • GitHub Repository: [Link to your GitHub repo]

Additional Info (For Judges and Organizers)

Inspiration

My inspiration came directly from my own experiences as an apprentice in a company with a very closed, pre-established social circle. I wanted to explore the concept of being a "familiar stranger" and the silent emotional toll of being systematically, if not maliciously, excluded.

The project aims to:

  • Simulate the feeling of being an outsider
  • Contrast it with an idealized, inclusive environment
  • Highlight what's lost—and what's possible—in workplace culture

It's a story for anyone who has ever felt like a ghost in their own office.


What it Does

Familiar Stranger is an interactive narrative game where the player steps into the shoes of a new apprentice navigating a complex office social structure.

Core Mechanic

  • Manage a "Social Battery", which depletes with awkward or negative interactions and replenishes with peace or genuine connection.
  • The goal: survive the workday.

Dual Modes

  • Dream Office → idealized, supportive onboarding experience
  • Familiar Stranger → realistic simulation of workplace isolation, with branching storylines based on real events

Accessibility Features

  • Large Text mode
  • High Contrast mode
  • Built-in, easily accessible options

Impact

By gamifying the experience of social exclusion, the project aims to build empathy and raise awareness of the invisible barriers that affect mental well-being and inclusion in professional settings.

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