Designing for thoughtful disagreement

ROLE

ROLE

Product Design Intern

TIMELINE

May 2025 - Aug 2025

SKILLS

UX Research, Interaction Design, Visual Design, Prototyping, Market Research, Data Analysis

TOOLS

TOOLS

Figma, FigJam, Notion, Tableau, Qualtrics

SUMMARY

SUMMARY

Point Taken is a game designed to help people have more nuanced disagreements—moving beyond heated debates that lead nowhere. By structuring conversations through written reasoning instead of verbal back-and-forth, the product encuorages reflection, empathy, and clarity.


When I joined as part of the founding team, the concept was still quite broad and exploratory. Over the summer, I helped shape the product strategy, research direction, and early design foundations that brought Point Taken from concept to MVP.

Point Taken is a game designed to help people have more nuanced disagreements—moving beyond heated debates that lead nowhere. By structuring conversations through written reasoning instead of verbal back-and-forth, the product encuorages reflection, empathy, and clarity.


When I joined as part of the founding team, the concept was still quite broad and exploratory. Over the summer, I helped shape the product strategy, research direction, and early design foundations that brought Point Taken from concept to MVP.

MOTIVATION & BACKGROUND

Disagreement is everywhere.

We all know the feeling: that moment when a conversation with someone you care about starts to tip from thoughtful to tense. Maybe you change the subject. Maybe you stop bringing up certain topics altogether. Over time, disagreement starts to feel impossible, and become something we dread rather than something we learn from.

How might design help people have better disagreements?

Point Taken started as a psychology research study using a gamified intervention for having hard conversations — on topics like the death penalty, health insurance, and student loan debt. As both a research assistant for the psychology study and an intern on the product side, I moved between designing experimentally and designing practically. This involved translating abstract psychological principles into features, interfaces, and experiences that people would genuinely engage with, not just interact with in a controlled study setting.

Research and Discovery

We began by running user studies with pairs who held opposing viewpoints. I designed the protocol and used Tableau to map shifts in sentiment and empathy before and after gameplay. Seeing those visualizations—arcs of emotion softening and openness rising—made the impact tangible.


These findings helped us ground our value proposition in something tangible and informed a pivot towards educators and corporate teams, who already value structured dialogue and reflection.

Looking at the psychology of disagreement

Before designing, we looked to social and cognitive psychology for answers. Research shows that:

  • People become more polarized when surrounded only by those who agree with them.

  • Slowing conversations down and introducing structure helps people engage with opposing views more thoughtfully.

  • Written dialogue encourages reflection over reaction, reducing emotional hijacking.

Fig. 1

INSIGHTS FROM TABLEAU

Once we saw evidence that the game could meaningfully shift how people engaged with disagreement, the next step was translating those insights into a real product.

IMPACT

Please reach out to me if you'd like to learn more, as this project is partially under NDA!

In parallel with the psychology research, I worked on translating insights into design decisions and game mechanics. Collaborating across product, research, and design, I helped shape what Point Taken would become—from early strategy to launch.

Product Strategy

I helped narrow the product scope and identify an initial target audience. After analyzing user data and our network strengths, we pivoted from a broad consumer focus to educators and companies: two groups already invested in structured dialogue and reflection.

UX Research

I designed and ran user testing sessions with pairs holding opposing viewpoints. Using pre- and post-game sentiment measures, I analyzed how gameplay influenced openness to other perspectives and the ability to recognize nuance.

Brand Development

I contributed to multiple rounds of brand exploration and naming, helping define a tone that felt both playful and credible. I also collaborated with developers and stakeholders to launch our MVP and B2C website under a tight timeline.

TAKEAWAYS

Reconciliation ≠ full agreement

Reconciliation ≠ full agreement

Our findings reinforced that progress in disagreement isn't always about finding a consensus, but rather about uncovering nuance. Reconciliation can mean understanding why someone feels the way they do, even when you still see things differently.

Designing within ambiguity

Designing within ambiguity

Working in a small founding team meant wearing many hats and making fast, informed decisions with limited precedent. It taught me to stay grounded in user needs, even when directed shifted daily.

Collaboration is the product

Building an MVP showed me how design, development, and strategy are inseparable. Each decision, no matter how small, ripples across the entire system.

Reconciliation ≠ full agreement

Our findings reinforced that progress in disagreement isn't always about finding a consensus, but rather about uncovering nuance. Reconciliation can mean understanding why someone feels the way they do, even when you still see things differently.

Designing within ambiguity

Working in a small founding team meant wearing many hats and making fast, informed decisions with limited precedent. It taught me to stay grounded in user needs, even when directed shifted daily.

Collaboration is the product

Building an MVP showed me how design, development, and strategy are inseparable. Each decision, no matter how small, ripples across the entire system.

Point Taken is still ongoing, and I continue to work with the team as we launch to new audiences. Watching the project move from study to product—and now to real users—has deepened my understanding of how design can shape not just interactions but understanding itself.

designed with 🤍

© Maija Boelkins 2025

designed with 🤍

© Maija Boelkins 2025

designed with 🤍

© Maija Boelkins 2025