Grab a Seat : Empowering Inclusive Conversations About Women's Health and Sexual Wellbeing

Grab a Seat : Empowering Inclusive Conversations About Women's Health and Sexual Wellbeing

Grab a Seat : Empowering Inclusive Conversations About Women's Health and Sexual Wellbeing

Project Type

Educational Project
HCID511, MHCI+D

Role

Product Designer

Sector

Wellness
and Education

Collaborators

Kanishka Balaji, Tarlitha Gracia, Josephine Waliman

Duration

5 Weeks

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TL;DR

Women across cultures lack accessible, shame-free spaces to learn about sexual and reproductive health. We designed "Grab a Seat!", a board game that transforms uncomfortable conversations into playful learning experiences through depersonalized prompts, emotional safety mechanics, and flexible gameplay that adapts to different comfort levels and contexts.

What's Creating the Silence Around Women's Health?

Through user research with 14 survey respondents and 6 in-depth interviews, we uncovered:

  • Cultural taboos make these topics feel forbidden rather than foundational

  • Lack of safe spaces to ask questions without judgment or shame

  • Broken trust with medical systems that dismiss or minimize women's concerns

  • Generational trauma that perpetuates silence from parents to children

  • Self-directed learning through unreliable online sources due to lack of guidance

How We're Breaking the Silence Through Play

  • Depersonalized Prompts: Third-person scenarios remove pressure of personal disclosure while enabling authentic discussion

  • Emotional Safety by Design: Play Pledge, Recharge Spaces, and token rewards create psychologically safe learning environments

  • Flexible Gameplay: Adapts to different contexts (classroom, family, peer groups) and comfort levels (full game, quick play, cards only)

  • Companion App: QR codes link to private learning resources for those who need individual processing time

  • Culturally Adaptable: Built-in flexibility allows facilitators to customize content for specific cultural contexts

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The Silence Speaks Volumes

Understanding the scope of the problem

To validate whether our experiences reflected a broader pattern, we conducted research with women ages 18-40 who grew up in cultures where women's health is considered taboo.


Research methods

Screener survey (14 responses)

In-depth interviews (6 participants living in the U.S. who grew up in cultures where women's health is taboo)

Affinity mapping and thematic analysis


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What the Research Revealed

Cultural silence is systematic, not individual.

100% of participants felt hesitant or uncomfortable discussing sexual and reproductive health. The specific manifestations varied by culture, but the underlying patterns were universal: shame, secrecy, and self-directed learning.

"In my culture, sexual experience lowered your worth. Pre-marital sex was shameful. So I learned everything alone; from Google, from WebMD at 2am, from guessing."
— Interview Participant

Medical systems perpetuate distrust.

Participants described being dismissed by healthcare providers, having their pain minimized, and learning to avoid seeking help because the system consistently failed them.

"My mom is a medical provider but conservative. Talking to her made me feel judged. She got that mindset from my grandma. Breaking generational trauma is hard."
— Interview Participant

The longing for safe spaces is profound.

Despite their discomfort, every participant expressed a deep desire for judgment-free environments where they could ask questions and learn without fear.

"If I had someone, like a big sister figure or mentor, that I could just openly ask questions to without fear of judgment, that would have been really helpful."
— Interview Participant

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The Core Journey

A young person navigates fear and confusion about sexual health while secretly researching contraception options, managing appointments hidden from parents, and ultimately seeking community support and strategies to have honest conversations with family about healthcare decisions.

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Priya: A 22-Year-Old College Student

Priya's story helped us recognize the need for tailored resources for young women who fear judgment in healthcare settings. Adira’s focus on creating non-judgmental, personalized experiences resonated strongly with her needs.

Ramesh: A 29-Year-Old Engineer

Ramesh’s experience highlighted the importance of educating partners and including men in conversations about reproductive health. Adira provides curated resources and community support for this user group.

Ananya: A 35-Year-Old Trans Woman

Ananya’s challenges underscored the need for trans-specific healthcare resources and a network of inclusive providers. Her story was pivotal in designing Adira’s LGBTQ+ support features.


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How might we break the silence?

Defining the design challenge

How might we create approachable, culturally sensitive spaces where people can learn about sexual and reproductive health without shame or judgment?

The solution needed to:

  • Remove the pressure of personal disclosure

  • Work across different cultural contexts

  • Accommodate varying comfort levels

  • Feel natural and engaging, not clinical or preachy

  • Scale from one-on-one conversations to group settings

From Brainstorm to Breakthrough

Exploring possibilities

We generated multiple concepts during ideation:

Cycle Stories:
An online platform for sharing personal health experiences anonymously

Myth-Busting Cards:
Educational inserts in tampon/pad boxes with QR codes to deeper content

Bridging Conversations:
A parent-child toolkit with guided prompts for intergenerational dialogue

Body Against Taboos:
A card game that uses play to normalize health conversations

Why a game?

The game concept emerged as the strongest solution because it accomplished something crucial: it removed personal vulnerability while creating genuine connection.

By framing questions as hypothetical scenarios and rewarding participation over "correctness," we could transform shame into curiosity and isolation into community. Play provides psychological permission to engage with difficult topics.

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Grab a Seat! Where Learning Feels Like Playing?

The design solution

A board game that makes sexual and reproductive health conversations feel approachable, safe, and even fun.

Core Gameplay

Grab a Seat! is designed for 2-6 players ages 14+. Players roll a custom die, move their chair-shaped game pieces around the board, and engage with four types of cards:

Discuss It (Pink)
Depersonalized prompts that spark conversation without requiring personal disclosure. "Someone might feel nervous about their first gynecologist appointment. What could help them feel more comfortable?"

Myth or Fact (Green)
Challenge common misconceptions and learn accurate information.
"MYTH OR FACT: You can't get pregnant during your period."

Describe It (Blue)
Build health literacy through creative description challenges. "Describe what contraception is without using the word 'prevent.'"

Body Basics (Orange)
Foundational knowledge questions that build understanding.
"What is the difference between sex and gender?"

Emotional Safety as Design

Every game element was intentionally crafted to create psychological safety:

The Play Pledge

Before starting, all players commit to respect, curiosity, and zero judgment.
This establishes group norms upfront.

Token Rewards

Players earn tokens for participation and thoughtful contributions, not for being "right." This shifts the goal from performance to learning together.

Depersonalized Language

Questions frame scenarios in third person ("Someone might...") instead of second person ("Have you..."), removing pressure around disclosure.

QR Code Cards

Link to companion app for deeper definitions, allowing private learning for those who need to process information individually before discussing.

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Built for Flexibility

The game adapts to different contexts and comfort levels:

Full Board Game

30-45 min
Complete learning experience, group bonding

Quick Play

20 min
Topic-focused sessions, classroom integration

Cards Only

15 min
One-on-one conversations, parent-child talks

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Testing What We Built

Validation through playtesting

We conducted four rounds of playtesting with 24+ participants representing different ages, cultural backgrounds, and comfort levels with the topic.

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What we observed

The transformation was visible and tangible.

Players who arrived nervous and hesitant were laughing, asking genuine questions, and sharing stories within 10-15 minutes. The game created permission for conversations that participants admitted would never have happened otherwise.

Play lowers psychological barriers.

The playful format made serious topics approachable. Participants engaged more authentically through game mechanics than they would have in traditional educational settings.

Depersonalization provides safety.

Framing questions as hypothetical scenarios allowed players to explore sensitive topics without feeling personally exposed, especially important for younger players and those from conservative backgrounds.

Critical Design Iterations

This hypothetical project taught me invaluable lessons about addressing deeply rooted stigmas and designing for inclusivity in the digital health space. Here’s what I’ve learned:

Competitive → Collaborative

Every user group has unique needs, and a personalized approach is critical for success.

Simplifying Language

Building trust means listening to real stories and ensuring that solutions are culturally sensitive and inclusive.

Integrating QR Codes

Offline functionality and partnerships with NGOs can bridge the digital divide and reach underserved communities.

The Role of Privacy

Transparent data practices are vital for fostering user confidence and engagement.

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The app maintains the same warm, approachable design language as the physical game, ensuring visual and emotional continuity across touchpoints.

Beyond the Board

Companion app for extended learning: To support learning beyond gameplay, we designed a companion application accessible via QR codes on cards. Core features include:

Private Exploration

Detailed definitions, medical information, and trusted resources accessed discreetly. Users can bookmark
content and return to it later.

Detailed definitions, medical information, and trusted resources accessed discreetly. Users can bookmark content and return to it later.

Digital Card Game

Solo version for individual learning when group play isn't available or comfortable.


Resource Library

Curated links to healthcare providers, sexual health organizations, support hotlines, and community resources.


Future Development:

Period tracking, symptom logging, and anonymous community Q&A (with robust privacy and moderation) are planned for future versions.

These lessons not only shaped the app’s development but also reinforced the importance of user-centered design in breaking barriers and fostering trust.

Creating Spaces for Conversation

Distribution strategy and contexts: Grab a Seat! works best when integrated into trusted contexts where relationships already exist:

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🏠 Family Conversations

Provides structure for parents navigating "the talk" with their children. Removes awkwardness while maintaining meaningful dialogue.

Detailed definitions, medical information, and trusted resources accessed discreetly. Users can bookmark content and return to it later.

🎓 Educational Settings

Integrates into sex education curricula in middle schools, high schools, youth centers, and community organizations.


🏥 Healthcare Contexts

Available in clinics, Planned Parenthood locations, and public health offices. Some providers host game nights or workshop series.


👥 Peer Support Circles

Friend groups, college dormitories, cultural organizations, and support groups use the game to build community around shared learning.

These lessons not only shaped the app’s development but also reinforced the importance of user-centered design in breaking barriers and fostering trust.

We can't reset culture overnight. But we can create micro-environments where new conversations become possible.


Grab a Seat! isn't just a board game. It's an invitation: to talk, to learn, to show up for each other without judgment. It's permission to ask questions we've been taught not to ask. It's proof that breaking silence can start with something as simple as rolling a die and pulling a card. Every conversation starts with someone saying "it's okay to talk." Today, we're saying it to you.

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