# Twenty fictional life-domain bridges

These broaden interests without asking for actual personal media or copying existing characters, brands or community stories. The child's own intended meaning stays open.

| Day | Bridge A | Bridge B |
| --- | --- | --- |
| 1 | Transit model: square token moves across three drawn stops. | Gardening fiction: seed card travels across a paper tray. |
| 2 | Publishing: two pictures can suggest a page being filled or cleared. | Architecture model: an empty doorway and occupied doorway change order. |
| 3 | Toy science lab: wide view keeps two shapes in context. | Food play: close view selects one paper ingredient card. |
| 4 | Exhibition labels: caption points to one geometric detail. | Library poster: arrow/card changes intended focus without changing image. |
| 5 | Paper box: order suggests triangle arrival or exit. | Game design: reverse two states for a different possible story. |
| 6 | Sport model: token reaches far side or returns. | Garden model: paper marker turns back in final frame. |
| 7 | Accessibility design: simple caption clarifies chosen focus. | Storybook layout: position label supports a page sequence. |
| 8 | Space fiction: invented shape moves between three windows. | Toy theatre: invented token waits, then changes place. |
| 9 | Classroom gallery: identify actual willing recipient of a child work. | Media research: ask a real maker why they shared a work. |
| 10 | Paper stage: one final circle position changes the ending. | Board-game art: a revised last tile changes possible next play. |
