Srinidhi BhatAll case studies ↗

Hidden Identity ChessProduct story · 5 min read

Familiar chess. Very different information.

A digital adaptation of Hidden Identity Chess, with private setup, bluffing, challenges and a focused play surface.

My role
Digital adaptation, private setup & game interaction design
Project
Independent adaptation · Triple S Games rules · Playable web game
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Hidden Identity Chess actual board with visible own pieces and hidden opponent identities

Actual local computer-mode interface. The opponent’s identities remain hidden while the player’s own army is visible.

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01 The problem

How do familiar controls explain a game with unfamiliar information?

A familiar chessboard is useful orientation, but it can also create the wrong expectations when piece identities are hidden and bluffing is allowed. I focused the adaptation on explaining what is private, what a player can do now and how a challenge changes the game.

Designed for Chess player learning a hidden-information variant. Understand which information is private and which action is available.

User context Design assumption

Recognising the board while learning different movement and challenge expectations.

The friction
Ordinary chess habits can conceal the rules that changed.
Design implication
Name the unusual actions and keep their consequences inspectable.

Example situation · illustrative scenario. Imagine knowing how a knight moves but not knowing which enemy piece is a knight. The board is familiar; the information behind the decision is not.

02 The direction

What shaped the design

The board alone cannot explain the rules. Setup, hidden identities and the three turn actions need to be visible in the interaction.

Original project and interface captures · reviewed October 2026

My direction. I kept the board central and made the difference between moving, bluffing and challenging explicit.

Process and product scope

I separated arranging an army from playing it. In same-device mode, a covered handoff protects the next player’s view. Online play needs the same distinction in what each player receives, not just a visual cover over shared data.

Zen mode keeps the board, players, turn and Move, Bluff and Challenge controls in view. History, hints and secondary tools move into sheets so they can be inspected without permanently shrinking the board.

The rules and original game concept are credited to Triple S Games. This is an independent digital adaptation. I treated computer play, shared-device play and online rooms as separate flows because they have different privacy and connection requirements.

Private
opponent identities stay hidden
3 modes
computer, shared device and online
Move / bluff / challenge
explicit turn actions
  1. Arrange

    Place an army privately before the game.

  2. Play

    Choose a move or a bluff with the visible information.

  3. Investigate

    Use history and a challenge when a move needs scrutiny.

03 Design decisions

The choices behind Hidden Identity Chess

Open a decision to see the reasoning and trade-off.

01

Make hidden information explicit

Show the player’s own identities and keep the opponent’s pieces visually hidden.

Why this matters. Someone should understand the information available to each side before making a move.

The trade-off. Shared-device privacy depends on a clear handoff; it cannot stop someone looking at the screen at the wrong time.

02

Name the unusual actions

Keep Move, Bluff and Challenge as separate controls with rules available nearby.

Why this matters. The familiar board should not make a new player assume ordinary check-and-checkmate behaviour.

The trade-off. A challenge can refer to earlier play, so its target and consequence need careful explanation.

03

Give the board the space

Use the focused play view and move history and secondary tools into deliberate inspection surfaces.

Why this matters. The board is easier to read when optional tools do not compete for its space.

The trade-off. Hiding history can make challenges harder to investigate. The route back to a past move must remain obvious.

04 The outcome

A familiar board with clear private information.

I designed setup, private handoff and the focused game view around the information each player can use. The game supports computer, same-device and online play, with explicit challenge controls and local saving. I still want to test whether a new player understands the handoff and can investigate a challenge.

Hidden Identity Chess army arrangement screen and mode choices
Actual setup screen with army arrangement and the separate computer, online and shared-device modes.
More about the experience
  • Independent adaptation. The original concept and rules are credited to Triple S Games.
  • Actual computer mode. The captures show the app, not a fabricated multiplayer session.

05 Reflection

Familiarity should help someone learn, not conceal a different rule.

I would watch where an experienced chess player applies an ordinary rule that does not belong here. Those moments would tell me where the adaptation needs a clearer explanation rather than another hint.

What I would evaluate next proposed work
  • arrange an army, make a bluff and investigate a past move with a first-time player.
  • shared-device handoff, keyboard square navigation, a disconnected online player and restoring a local game.
Sources & project scope

This account draws on the project and its documentation. Research personas and design assumptions are labelled separately. The example situation is illustrative; proposed studies are future work. Product stories describe my design contribution; feature counts are not impact measures.

  • Project README and original rules credit

    Private setup, computer/shared-device/online modes, focused play, challenge handling and credit to Triple S Games. Reviewed 31 October 2026.

  • Actual local game captures

    Captured from the local built game under /game/ in computer mode. Positions illustrate interaction states; no human playtest result is represented.

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Keep the table moving. Keep the turn clear.