Psymory

Psymory

Learning through Playing


Psymory is a freelance project I developed together with a pedagogue and psychology educator at the Fachakademie für Sozialpädagogik Ingolstadt. It is a visual learning game for pedagogy, psychology, and special education, designed to make exam preparation more accessible, structured, and enjoyable.

The product consists of 120 cards, forming 60 matching pairs across six subject areas: theoretical psychology, communication, pedagogy, psychology, learning psychology, and special education. Each topic is condensed into a compact, visually supported learning card, using short explanations, diagrams, and small illustrations to make complex content easier to understand and remember.

The original idea was inspired by the classic memory game, but Psymory can be used in several ways: as a group game, as partner work, or as revision cards for self-study. This flexibility was important because learners prepare differently. Some benefit from discussion and verbal explanation in groups, while others need a clear and structured tool for independent repetition.

Psymory in Use


During early tests, we refined the game rules to reduce cognitive overload and make the learning experience more natural. The final concept encourages players to explain their cards, reflect on the topics, and connect related content through dialogue. This turns the game into more than a memorization task: it becomes an active learning process.

I was responsible for the visual and structural design of the cards.

Each category received its own color and icon system, making the set easy to navigate. Most cards combine concise text with diagrams or small graphics, while a recurring illustrated sheep acts as a playful visual element throughout the material.

Alongside the printed card set, buyers also receive access to detailed scripts on the website, which makes Psymory useful not only as a game, but also as a serious preparation tool for exams. This combination of playful repetition, visual structure, and deeper written material helped make the product successful in practice.


Psymory was very well received by its target group and sold out after release, leading to a reprint. For me, the project is a strong example of educational design: translating complex learning content into a format that is visually clear, flexible to use, and genuinely motivating.