EmpowHer

Game Design

UX Research

Social Impact

A board game for grades 5–8 in rural India, teaching menstrual health and body safety through play.

Background

In India, discussions around menstrual health and body safety are often limited, particularly among young students in rural and semi-urban areas. This leads to a lackof awareness and confidence among adolescents as they navigate these critical topics.

Approach

Recognizing this, we developed EmpowHer, a board game designed to complement the school curriculum for students in grades 5 to 8, focusing on menstrual health and understanding safe vs. unsafe touch. The game serves as an interactive supplement to a structured curriculum, providing a hands-on, practical approach to sensitive topics.
By blending academic learning with engaging gameplay, EmpowHer enables students to apply what they’ve learned in real-world contexts.

Impact

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IndiaHCI 2024

15th International Conference on HCI Design & Research

HCI for Social Good Β· Game Design Track

Jump to Solution

Overview

Client: Highway

Timeline: Fall 2024

Tools Used

Adobe Illustrator Β· Figma

Role

Game Designer Β· Instructional Designer Β· UX Designer

Methods

Contextual Inquiry, Platform Audit, Usability Testing

Project Context

2 Members,

Problem

The problem worth solving

In India, menstrual health and body safety are rarely discussed in schools, especially in rural and semi-urban areas. Young students lack the awareness and confidence to navigate these topics.

EmpowHer was designed to change that β€” a board game that complements existing school curriculum for grades 5–8, making sensitive topics approachable through play.

Goals

What we set out to do

Enhance Awareness

Reduce stigma around menstrual health and safe touch.

Encourage Dialogue

Open up taboo conversations in a safe setting.

Practical Understanding

Practice real-life decisions through scenarios.

Behavioral Change

Build safe habits around hygiene and boundaries.

Challenges

What made this hard

The mental model showed us that these weren't edge cases, they were patterns. The same three breakdowns showed up regardless of who was vetting or where they were in the workflow. Each one pointed to a specific question we had to answer before we could design anything.

Taboos & Cultural Sensitivities

Engaging Young Learners

Scalability Across Languages

No Internet in Rural Areas

Logistics of Field Testing

Research

How we built knowledge

Secondary: Government of India's National Health Mission data β€” identifying gaps in menstrual health infrastructure and resources across schools.

Primary: On-field interviews with teachers and supervisors at Zilla Parishad Schools across Maharashtra β€” understanding real classroom dynamics and cultural nuances.

Sources: Menstrual Hygiene Scheme Β· National Rural Health Mission Β· Menstrual Hygiene Management Among Adolescent Schools

Value Proposition

24 sessions Β· 1 academic year

One "self-awareness" class every 2 weeks β€” structured so students don't just receive information, but practice applying it.

First Half
Theory

Students learn through a guidebook β€” menstrual health, safe vs. unsafe touch.

Second Half
Play

The EmpowHer board game reinforces that knowledge through real-scenario gameplay.

Game Mechanics

Roll. Land. Learn.

Students roll a dice, move across the board, and draw from one of four card types β€” each targeting a different kind of learning.

Situation

Real-life scenarios β€” choose the right response.

Quiz

Multiple-choice to reinforce curriculum knowledge.

Challenge

Teacher-moderated tasks for applied learning.

Wild

Myth-busting facts to keep engagement alive.

Digital Scalability

Now going Mobile

A mobile app is in development β€” bringing the full curriculum to schools and communities across India, with digital gameplay and offline support to overcome connectivity barriers.

Learning

01 Cultural Adaptability
Sensitive content needs deep cultural framing β€” not just translation.

02 Teacher Buy-In
Teachers are co-designers. Future versions need a dedicated facilitator guide.

03 Visual Learning
Illustrations lowered the barrier to discussing sensitive topics immediately.

04 Digital as Necessity
Physical reach has a hard ceiling. A mobile app is not optional β€” it's the strategy.

05 Feedback Loops
Iterating with real students and teachers is what keeps the game relevant.

06 Curriculum Gaps
The need is real and persistent, especially in rural areas with no existing resources.

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2026 Priyanka Ghosh. All Rights Reserved.