This project is a collaborative crossword puzzle game developed for the Social & Collaborative Computing course at the University of Coimbra. It aims to demonstrate a functional prototype of a collaborative artefact designed to serve as a space for building bridges between community members, encouraging dialogue between disciplines (Design & Multimedia and Informatics), and fostering a sense of belonging through playful collaboration.
Inspired by Byung-Chul Han’s concept of the transition from the “age of things” to the “age of non-things,” the artefact aims to re-signify presence and foster new relational forms through digital interaction. The game promotes human computing, encouraging participants to move from passive information consumers to active co-creators.
The design is guided by key conceptual drivers:
- Creating value for a community through shared goals.
- Mobilizing participation across time and space.
- Promoting transitions between coordination, cooperation, and co-construction.
- Raising collective awareness through visual feedback and collaborative gameplay.
The artefact explores multiple synchronicities, allowing both synchronous and asynchronous participation, and supports different modes of interaction (local and remote).
- Java
- Spring Boot – Backend framework for managing game logic and server-side communication.
- Thymeleaf – Templating engine for rendering dynamic web pages.
- WebSockets – Enables real-time communication between clients and server.
The application is composed of two main web interfaces:
/server– Simulates the FeedNPlay public display, showing the crossword puzzle, enemy progress, and player interactions./client– Interface for players to join the game, create avatars, and submit word guesses.
- Players connect to
/clientvia QR code. - They observe the game state on
/server, including clues and enemy position. - Players submit guesses; the backend processes them.
- Feedback is shown in real-time:
- Correct guesses: word turns green, enemy is attacked.
- Close guesses: word highlighted in yellow.
- Incorrect guesses: word marked in red.
- Game ends when all words are solved or the enemy reaches the DEI.
This prototype focuses on demonstrating backend logic and interaction flow. Visual and animation aspects are minimal and do not reflect the final intended design for the FeedNPlay display.
- Clone the repository.
- Run the Spring Boot application.
- Access
/serverfor the display interface and/clientfor player interaction. - Connect multiple clients and test real-time collaboration.