home
Venn diagram:

This diagram made us realise how wide our user group can be, and it was quite difficult to find distinguishable qualities between us and the gamers. That is, until we started looking into a broader age range.
Knolling:

This collection of pictures was gathered when we weren't yet sure about what direction our game would take. But, it already had a few board game references and considered various age groups.
User stories:

While writing these notes separately from my duo we saw that the user category we were mentioning was very similar. My partner's were mainly about concerned parents who wanted their kid to study and not waste time on video games. The majority of mine were about the youngster's perspective, wanting to play.
Visual representation:

This poster was our first push into the right direction. We loved this idea of informing the player through entertaining gameplay. Our user group would be around the age of 14 and older, but we later figured that we weren't very strict on age. We wanted the game to work in family scenarios, available to anyone.
User group and collection:

After having an idea on our user(s) we started to gather information to support the educational parts of our board game. We'd have to research stories for the characters, collections for the question cards, and all kinds of objects for the artefacts.

These are a few of the main sources: