Controls: Space or Right Mouse 

This little piece was created 2026 during the module: Reboot/Design/Tech with Joëlle Bitton as mentor at ZHdK.

Paper I reference:  Undesigning Technology: Considering the Negation of Design by Design by James Pierce (2012)

My piece is a small ritual game about making Turkish tea with a çaydanlık (a two-part kettle). The kettle is already on the stove when the scene starts. The water slowly heats up. I only give the player one main thing to do: pour. First you pour tea concentrate from the top pot (Dem), then you pour water from the bottom pot (Su). Each pour is a commitment: you can do it only once. After that, the game shows the result. Then it loops.

I chose Turkish tea because it feels honest to my own background. At the same time, it helped me notice something: many “cozy” game interactions copy a generic idea of tea (tea bag). That version can carry a colonial history and a fantasy of “simple comfort” that hides real systems behind it. With the çaydanlık, the ritual is an embodiment of this hybridized culture. It is not about a single “perfect time”. It is about relationship, hospitality and proportion: how much concentrate, how much water, when you decide to stop. This is small, but it is meaningful to me.

The project is also a response to the idea that design should focus on outcomes, not outputs. I did not try to make a big polished game with lots of content. I tried to make a system that changes how you feel for a moment. The outcome I want is simple: a short pause, a calm focus, and a small awareness that “less interaction” can be enough. The game does not reward speed. It does not have points, streaks, or optimization. It only asks: When is it enough?

I also used a PS1/PS2-inspired look on purpose. It supports the idea of limits and “unlearning polish”. The scene is not trying to be smooth or hyper-real. It is textured, a bit rough, and clearly artificial. That makes it easier to accept the loop as a ritual space, not as a simulation. The loop itself is part of the statement: it is not about progress. It is about repeating a small action until the interface no longer speaks over you.

I want my audience to feel how design choices become values: adding UI is a value, removing UI is also a value. In my case, “undesign” is not an empty aesthetic. It is a decision about power/control and accessibility. The interface should not always lead the user and only intentional  interfaces should be put in place.

Updated 14 days ago
Published 18 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthoritisWanheda
GenreSimulation
Made withUnity
Tags3D, cay, Experimental, loop, ps1, ps2, texture

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