Project Type
Educational Project
HCID511, MHCI+D
Role
Product Designer
Sector
Wellness
and Education
Collaborators
Kanishka Balaji, Tarlitha Gracia, Josephine Waliman
Duration
5 Weeks

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.
PARTS OF THE PROCESS THAT I OWNED

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



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

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:





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

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

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

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

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

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

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

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

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:

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

Depersonalized framing especially effective for younger players and conservative backgrounds

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.

THE OUTCOME
Permission to Talk



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.