The aim of my thesis is to play with the idea of the generic and the mundane and create an experience that is based on an average persons everyday life. 
Everyday, the name of my thesis project, is a world where everything is flattened out its basic components. Everyday feels relatable yet slightly unfamiliar. Everyday is a choose-your-own-adventure web game based on ordinary interactions with people and environments throughout an average persons routine day.
Inspired by Otto Neurath and in an attempt to create a generic reality, the characters in Everyday are reduced to basics, they are genderless mostly identical looking characters apart from an accessory or garment that defines them. With reference to Ettore Sotsass the environments only have a few textures and elements that make then identifiable and relatable. Working with the theme of the generic, the medium of this project has also been broken down to its most mundane components. Any interactive web/video game has a handful of tropes, whether its in the storyline of the game or the characters you interact with. Everyday manifests these tropes into a mundane setting and implements them into familiar interactions. Like in everyday life, theres no real winning the game, the objective is to appreciate the mundane and also to remind the audience of the beginnings and purpose of graphic design, which is reducing information to its essence.