Behavior Change

Community Design

Boats & Nets: A Life-Size Game for Health & Play

Life-size board game that boosted youth sports participation by 32%

Role

Experience Design

Conducted desk and field research with local youth and facilitators

Designed and tested a life-size board game prototype with children aged 8–14

Translated health awareness goals into playful, easy-to-grasp mechanics

Facilitated co-design workshops and iterated based on real-world testing

Team

1 Designer (Me)

1 Program Manager

2 Researchers

2 Local Leaders

Tools

Adobe Illustrator

Miro

Google Suite

Impact

Increased youth engagement in Dakshin’s sports program by 32% during

monsoon downtime through the design of a culturally familiar, health-focused

life-size board game.

Company

Dakshin Foundation

Duration

6 Months

Project Overview

Dakshin Foundation’s youth sports program in Ganjam faced a challenge: participation dropped drastically during the monsoon, when outdoor Frisbee sessions were impossible. To sustain engagement, I co-designed Boats & Nets, a life-size board game inspired by Snakes & Ladders that integrates fun with health awareness. The result was an indoor activity that not only kept children active but also reinforced healthy behaviors—achieving a 32% increase in participation and becoming a complementary part of Dakshin’s long-term youth wellness initiatives.

Live Project

Project Responsibilities:

  • Conceptualization & Development: Leading the conceptualization and development of "Boats & Nets" to align with community needs, while also supporting the continuation of Ultimate Frisbee.


  • User Research: Conducted 4 focus groups with the children aged 8-14 y/o to derive insights.


  • User Testing: Conducting comprehensive user testing to refine game mechanics and enhance user experience, ensuring seamless integration with existing sports activities.


  • Logistical Coordination: Orchestrating logistical aspects of both Ultimate Frisbee and "Boats & Nets" initiatives to ensure effective execution and community engagement.

Final Output:

Need for Intervention:

Recognizing the potential to enhance sports engagement and health awareness among Ganjam's youth, "Boats & Nets" was developed as a proactive measure to provide additional opportunities for participation and well-being promotion.

Pain Points:

Initial enthusiasm wanes with monotony

Lack of direct health habit teachings

Spirit circle participation lacks attentiveness

Personal Learnings & Reflections:

  • Working with users in their environment gives better results.

  • This project taught me how designing for complexity comes with its own set of subtleties and interconnectivity because it was a fairly new area of intervention

  • It forced me to conduct research while on the go, work through never-ending obstacle courses of complex problems in developmental projects, and think both big and microscopic at once

  • The project underscored the importance of co-creation and feedback loops in empowering stakeholders and driving meaningful change, emphasizing the value of designing with, rather than for, communities.

Next Steps:

The game has been translated into 2 languages - Bengali and Telugu, broadening accessibility and catering to a wider audience


  • Translation efforts are underway for two additional coastal languages, further expanding the reach and impact of the game beyond its initial scope.

Co- Creation:

  • Collaborating with children and local representatives ensured that the game was created for the community, with the community, fostering a sense of ownership and connection.


  • Testing the game twice with the co-creation group and once with a fresh set of users provided comprehensive feedback loops, allowing for refinement and validation of design decisions to enhance user experience and effectiveness.

Insights:

  • Involving children and local representatives in the design process allowed for valuable input on visual aspects and game changes, ensuring cultural relevance and community ownership.


  • Co-creation sessions facilitated a deeper understanding of community needs and preferences, guiding the development of a game tailored to the specific context of Ganjam.

utilize gamification to promote health and well-being, engaging our target audience and fostering sustainable habits for a healthier community?

how might we?

Playful Learning

Lack of continuity due to changing seasons diminishes interest

Separate training needed for girls and boys

Language poses significant communication barrier

mrun399@gmail.com

Thank you for reading

all the way!

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