Our project was inspired by the idea that short, social breaks can improve focus, but most desk games are bulky, distracting, or visually intrusive. We set out to design a modular desktop game system that prioritizes the workspace first and introduces play only when invited. The result is a clean desk object that transforms into a game system through slide-out modules, housing six compact two-player games: Penalty Shootout, Catapult Showdown, Dice Roller, Tic Tac Toe, Stacking Man, and Quoridor. Each game is quick to learn, requires minimal setup, and occupies very little space, making it suitable for brief, optional breaks.

The system was built around a unified structure with standardized compartments, allowing each game to be fully self-contained and easily stored. We used simple mechanical designs rather than electronics to keep the system intuitive, durable, and cost-effective. A key challenge was fitting multiple engaging games into a limited footprint while maintaining consistency and ease of use, which required simplifying mechanics and refining designs through iteration. We are proud of creating a cohesive system that balances variety, usability, and a professional aesthetic. Through this project, we learned the importance of modularity, simplicity, and how small design decisions greatly impact user experience. Financially, the design minimizes part count and material use, supports scalable manufacturing, and allows games to be sold or replaced individually. In the future, Hasbros could expand the system with additional modules, customization options, or adaptations for different environments such as offices, classrooms, and shared spaces.

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