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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OVERVIEW

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.

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CONTEXT

We grew up in the silence.
Did everyone else grow up the same way?

As women from conservative cultural backgrounds, our team experienced firsthand how sexual and reproductive health was treated as forbidden — never discussed at home, rarely addressed in school, and often dismissed in clinical settings. We suspected this wasn't unique to us.

We started with a personal hypothesis: other women from similar backgrounds likely carry the same shame, confusion, and isolation we did.

INSIGHT

The Silence Speaks Volumes

We needed to validate whether our personal experiences reflected a broader pattern or if we were designing for an audience of four. We conducted qualitative research with women (ages 18-40) who grew up in cultures where women's health is taboo.

Research methods we used to test our hypothesis

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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


Three universal patterns emerged:

Cultural silence is systematic, not individual

100% of participants felt uncomfortable discussing sexual health

Medical systems perpetuate distrust

participants described being dismissed by providers

The longing for safe spaces is profound.

every participant wanted a judgment-free environment to learn

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THE PROBLEM

What could we do to break this silence?

Design an approachable, culturally sensitive experience where people can learn about sexual and reproductive health without shame or judgment. So the solution needed to:

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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

THE SOLUTION

A Social Problem Deserves a Social Solution

WE EXPLORED

Four we looked at concepts before landing on our medium:

  • Cycle Stories: anonymous online sharing platform

  • Myth-Busting Cards: educational inserts in hygiene products

  • Bridging Conversations: parent-child dialogue toolkit

  • Body Against Taboos: a card/board game to normalize health talk


We finally decided to go with a BOARD GAME

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WHY A GAME?

In an already bloated digital space, an app didn't feel like the right answer. This was a social phenomenon that deserved a social setting. A board game could remove personal vulnerability while creating genuine connection — transforming shame into curiosity and isolation into community.

We landed on creating a board game as a way to bring people together and give people a space for real discussion

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EMOTIONAL SAFETY AS A DESIGN MATERIAL

A board game for 2-6 players (ages 14+) where every mechanic is designed for psychological safety:

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Depersonalized prompts: third-person framing ("Someone might...") removes disclosure pressure

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Play Pledge: pre-game commitment to respect, curiosity, and zero judgment

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Token rewards: earned for participation, not correctness (learning > performance)

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Four card types: Discuss It, Myth or Fact, Describe It, Body Basics

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Flexible formats: Full game (30-45 min), Quick Play (20 min), Cards Only (15 min)

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QR companion app/webapp: private learning for individual processing time

TESTING WHAT WE BUILT

4 rounds of playtesting with 24+ participants across diverse ages, cultures, and comfort levels:

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Players went from nervous to laughing and sharing within ~ 7 minutes

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Depersonalized framing especially effective for younger players and conservative backgrounds

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Participants said these conversations would never have happened otherwise

WHAT CHANGED?

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 OUTCOME

Permission to Talk

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WHAT WE ULTIMATELY BUILT

"Grab a Seat!" — a board game (2-6 players, ages 14+) with four card types, a companion app prototype, and three flexible play formats designed for families, classrooms, clinics, and peer groups.

Impact evidence

24+ playtest participants across diverse ages, cultural backgrounds, and comfort levels

Visible behavior shift: hesitant → engaged within ~7 minutes of play

Participants reported feeling "permission" to discuss topics they'd never raised before

Game designed for 4 distribution contexts: family, education, healthcare, peer support

REFLECTION

What I'd Do Differently

With more time, I would pursue longitudinal studies to measure whether gameplay leads to sustained behavior change — do players continue having these conversations after the game is put away? I'd also explore partnerships with NGOs and school districts for real-world distribution. This project reinforced a core belief: the medium matters as much as the message. Choosing a physical, social format over a digital one wasn't obvious — but it was right.

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