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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