
INTRODUCTION
Context
Coup is a fast-paced card game overshadowed by its bulky packaging and visually intense artwork. discouraging casual play among potential fans. Despite being a short game with minimal components, its large box made it inconvenient to carry. The detailed artwork added an unnecessary barrier for some new players. My goal was to redesign Coup to be more accessible, portable, and user-friendly experience without altering its core gameplay.
What is Coup?
Players each hold hidden roles and bluff their way to influence. If someone calls your bluff and you’re wrong, you lose a card. When you lose both, you’re out. The last player standing claims victory

Coup Card Game by Indie Boards & Cards and La Mame Games (2012)
Details
Solo Project
Graphic Design, Product Packaging, Physical Product
Tools
Figma, Procreate
Duration
3 Weeks
PROBLEM
Challenge
The original game presented two major issues:
High Barrier to Entry – The intricate artwork made the game visually overwhelming for new players, creating an unnecessary learning curve.
Lack of Spontaneous Play – The game’s oversized box discouraged players from carrying it, leading to fewer opportunities for casual play.
Players struggled with two major issues: (1) a high barrier to entry due to loud, complex artwork and (2) lack of spontaneous play because the box was too bulky to carry. My goal was to lower the barrier to entry through clearer visuals and increase play frequency by making the game more portable. A key question emerged
Usage lingered at just 0.7 plays per month, largely due to an oversized box and visually intense artwork. Many players found the game too big to bring along casually, and newcomers felt intimidated by the loud, stylized design.
Scope
This redesign focused on improving form factor and visual accessibility while preserving gameplay mechanics. This ensured that existing players would still recognize and enjoy the game, while new players found it more inviting.
Question
What changes could make Coup more approachable and portable to encourage frequent and spontaneous gameplay?
APPROACH
Research
10 existing owners admitted they rarely carried Coup because the box was too big, resulting in an average of only 0.7 plays per month.
Surveys showed that while these owners enjoyed Coup’s core mechanics, the game’s inconvenient size discouraged them from taking it along to casual gatherings.
Evidence
Cognitive Load & Processing
Cluttered interfaces introduce extraneous loads that overwhelm users, reducing task efficiency and overall satisfaction.
There's an importance of removing extraneous elements so players can focus on core mechanics. By simplifying content both mechanically and visually, mental effort is reduced. This strategy boosts the rate at which a user wants to play the game or how fast a new player learns the game.

Sweller, J., van Merriënboer, J. J., & Paas, F. (1998). *Cognitive architecture and instructional design*. Educational Psychology Review, 10(3), 251–296.
Behavior & Motivation
Research indicates that smaller, more convenient objects are used more frequently in social contexts.
Among 300 participants, smaller and lighter items (smartphones) were carried more consistently, enabling spontaneous interactions like texting and social media. The item's smaller and more portable form factor made it easy to fit into everyday routines.

Kim, Y., & Park, H. (2019). Portable power: The role of size and weight in mobile device usage in social contexts. Journal of Mobile Communication Studies,
12(3), 234–242. https://doi.org/10.1016/j.jmcs.2019.03.004
Process
Prototyping
I explored various form factors, ultimately settling on a pocket-sized deck half the size of a standard deck of playing cards.
Iterations focused on striking a balance between minimalism and thematic immersion.
Insert image: Early prototypes and sketches
User Testing & Feedback
I distributed 10 copies to family members, 5 of whom already owned the original version.
Players previously struggled with remembering to bring the game to cafes and social gatherings. After switching to the pocket version, play frequency nearly doubled from 0.7 times per month to 1.5 times per month.
Insert image: Playtesting sessions
Early Design Process of Influence Cards
Result
Form Factor: A sleek, compact deck that fits easily in pockets.
Artwork: A modern, cleaner aesthetic that enhances readability while preserving the game’s dystopian theme.
Packaging: Designed for ease of transport and storage, removing unnecessary bulk.
Insert image: Final product comparison (original vs. redesigned)
Assets
CONCLUSION
Outcome
The final redesign cut down extraneous details and halved the deck’s size, nearly doubling monthly play frequency from 0.7 to 1.5 sessions.
By making Coup easier to tote around and less visually intimidating, players reported fewer hurdles when introducing the game to newcomers.
Impact
Players cited a 60% rise in willingness to bring Coup to social gatherings, directly lowering the barrier to entry for new friends.
In practice, the smaller form factor meant casual meetups—like cafes and impromptu hangouts—often included a quick round, naturally exposing more people to the game.
Reflection
Simplifying artwork, streamlining packaging, and prioritizing portability proved key to reviving Coup as a social staple.
The minimalist design prevented cognitive overload, helping first-time players grasp the rules faster.
Future revisions might explore subtle thematic cues or modular expansions while preserving the convenience and clarity that boosted replay value.
© 2024 Jonathan Chon