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WOMEN REPRODUCTIVE HEALTH

Research | Game design | UX design

"Reproductive health awareness could not be women achieved without focusing on teenagers."

THE PROBLEM :

Women in India tend to have an inadequate knowledge of sexual and reproductive health which leads to negative sexual and reproductive health outcomes. The reasons behind these are taboos associated with experiences of menstruation and sexual health.

PROJECT DURATION :

10 Days. The deliverables included a design research document and insides.

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THE APPROACH

PROPOSE SOLUTION :


BOARD GAME -

There is no standardized method to learn about the menstrual cycle, awareness about health, physical activity etc. Many girls are unprepared and uncomfortable when the time comes. They don't know about the different phases of the menstrual cycle. The game strives to turn a typically uneasy situation into a fun and positive learning experience. It is designed to teach a girl participant about what is happening within the female body, their menstrual cycle phase and how to go with the flow.
While playing, it creates an open and engaging environment where players can learn and say words like “period” and “menstrual cycle” without the usual discomfort and taboos found in the society.

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BUSINESS MODEL CANVAS :

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THE PROCESS :

During the workshop, we got a task to identify problems in the society. Goal was to do research on it and design a potential solution based on insides. After identifying the problems, we narrow down our focus on women reproductive health. We have done our research in Bangalore region.

BACKGROUND STUDY :

In the beginning, we went through research papers, published articles, blogs and books to gain in-depth knowledge about the topic. We understood many facts that are affecting women reproductive health such as - inadequate knowledge in all classes of women, ignorant behavior about health, lack of awareness and information. Based on our understanding we constructed the questionnaire for user interviews.

USER RESEARCH AND OBSERVATIONS  :

With topic understanding and constructed questionnaires for user segments, we did interview and observation sessions with women, girls, nurses and doctors. Also, visited maternity home to observe the environment.
We synthesized our findings based on our research data through affinity mapping which helped us to view common theme in problem spaces.

AFFINITY MAPPING :

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AREA OF INTERVENTIONS :

After collecting insights on women's reproductive health. We explored different area of interventions like-


Service system to make women aware about their reproductive health.


Static digital add to make aware about their reproductive health in society.


Diet plan chart who wanted to overcome from the problem.


Daily routine chart for teenage girl to make them aware about their health, menstruation cycle.


Informative pamphlets to make women aware about hygiene.


Gaming is possible solution to educate girls about menstrual cycle, their different phase.

BRAINSTORMING :

Based on intervention and key insights, we visualized different ways of solving the problem. Did several sketches to formulate as many solutions as we could. Later we went over each solution and discussed various pros and cons of the designs.

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COMIC BOOK :

The comic is a possible solution to make girls aware about menstruation cycle. Here we focus upon girls because if they know the menstruation cycle at their teenage then it will help them in the future. In comic we thought of making the scenario between doctor and girl. In which Doctor is helping the girl to know about menstruation cycle.

CAUSE AND EFFECT CARD GAME :

Then we thought of effect and cause game. It's like matching the pair. This game can be played between child and parent. In this game parents will have the cards of menstruation effect and child will have the cards of menstruation cause. Children have to match the cause card with parents effect card. Our aim of making this game is to give knowledge to children especially girls about menstruation cycle.

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SCORE BOARD FOR SCHOOL GIRL :

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The scoreboard is also the possible solution for making girls aware of her diet so that she will not face any health-related problem in the future. In this score, the girl has to make a record of her breakfast, Lunch, Snacks, Dinner. If she eats good health food then she will get 5 points and if she eats unhealthy food then she will get 2 points. At the end of the day count the number of points and write it on the scoring column. After 21 days make a title of each day score. Who is having the highest score will win the game. As a reward winner will get the free fruit juice or sanitary pads.

THANK YOU

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