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UI Design

UX Design

December 2024

The Infinite Hotel is another project made for the minor Visual Interface Design at the University of Applied Sciences Amsterdam. It's a project that I really like, not only because of it's size but also because it involves a great (secret) love of mine: Math.

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Overview

Learning about the Hilbert Hotel Paradox in a fun and interactive way.

The Infinite Hotel is a game in which users will learn about the Hilber Hotel Paradox. A mathematical paradox which teaches us about the different kinds and sizes of inifinity and the problems that come along with them. In short: It shows that even with infinite rooms, space can always be made for more, defying our usual understanding of limits. This thought experiment highlights the strange and counterintuitive nature of infinity in mathematics.


In this game, the user will be a night manager of this infinite hotel and will have to help different guests get a room by learning about infinity and setting up fromulas.

Understanding the case

The hardest part of this project was understanding the math. A part that I found particularly fun but tough.

About the math

The Hilbert Hotel Paradox, introduced by German mathematician David Hilbert, is a thought experiment that illustrates the counterintuitive nature of infinite sets. Imagine a hotel with infinitely many rooms, all occupied. Surprisingly, it can still accommodate new guests! For example, to make room for one new guest, each current guest moves to the next room (Room 1 to Room 2, Room 2 to Room 3, and so on). Even if an infinite number of new guests arrive, they can be accommodated by shifting each guest to double their room number (Room 1 to Room 2, Room 2 to Room 4, etc.), freeing all odd-numbered rooms. This paradox highlights the strange properties of infinity, where “full” doesn’t mean “no space left.”

Game Setup

This element gives the user a qoute with 2 words that they can change by clicking on the words. Users will actively change language in this exercise. The word "depression" will be changed into "a sad and empty feeling" and "social-anxiety" will be changed into "behaviour and emotions when going outside". Showcasing how easy it is to impactfully change your language.

The screencast

The game style was highly inspired by pixel indie games like Stardew Valley and Undertale. Below is a screencast of a walktrough of the entire game, including a little commentary.

The Game

Prototyping something like this was more complex than I thought but ended up working out pretty well. We endend up with a working Figma game in which feedback is giving on every choice and interaction works alsmost as well as we wanted. Want to give it a try yourself? Try out our game through the link below!

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