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"LET'S NOT OPEN THAT"
A game for the conversations everyone avoids.
"Let's Not Open That" is a social game app that turns tense political conversations into a light, funny, and structured group game.
How it works?
Join the game
Players join from their phones, while the TV becomes the shared game board.
Explain without saying it
Each player gets a sensitive or political topic and has to make their team guess it without saying the word itself.
Roll the digital dice
Before each turn, the dice decides how to explain: opposite opinion, exaggerated opinion, or classic mode.
Turn tension into play
Instead of arguing, players laugh, guess, and explore difficult topics in a lighter way.
Our Team.

Ori Barkai

Tamar Sasi

Ayelet Nissan

Noa Halevi
Our Journey


Designing Through Validation: Refining the Experience
This week, our focus was on improving the experience through continued validation and iteration. After multiple rounds of testing with participants, we returned to the prototype with a clearer understanding of where users felt comfortable, where they hesitated, and what helped the experience become more natural and engaging over time. Instead of making random additions, every change we implemented this week came directly from real user behavior and feedback. Creating a Softer


From Feedback to Product: Refining the Experience
This week, our focus shifted from testing the concept to refining the product itself. After running a few rounds of validation on the digital prototype, we returned to the app with one main goal: to improve clarity, flow, and the overall user experience based on what we observed in real interactions. Improving the Experience Through Small but Critical Changes We focused on targeted improvements that directly address the friction points we identified in the iteration. First, w


From Prototype to Reality: Testing Our First Digital Experience
This week, we took a major step forward in our process: moving from a conceptual idea into a working digital prototype. After weeks of research, analog testing, and refinement, we built our first interactive version of the game using Lovable. The goal was not to perfect the design, but to understand whether the core experience actually works when people interact with it in real life. Testing the Prototype With Real Users We tested the prototype with both friends and family, u
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