00
Duration
4 months
Skills
Design Research
Game Design
Visual Design
Illustration
Collaborator
Apoorv Anurag
Outcome
Board Game
Published Paper in India HCI 2024
01
Project Overview
Sustainability and civic responsibility are often introduced through classroom instruction, but concepts such as waste segregation, sanitation, and environmental stewardship are difficult to internalize without practical application. While national initiatives like the Swachh Bharat Mission promote cleaner communities, there remains a gap between awareness and everyday action, particularly among younger students.
The Problem
Environmental education often emphasizes memorization over participation. Students may understand sustainability in theory, yet have limited opportunities to apply these concepts in meaningful, real-world contexts.
Traditional teaching methods rarely simulate the everyday decisions that collectively shape cleaner and more sustainable communities.
Existing educational games also tend to be designed around Western contexts or focus on abstract environmental systems, making them less relatable for Indian students. We identified an opportunity to create a culturally grounded learning experience that reflects familiar settings, governance structures, and social behaviours while encouraging active discussion and collaborative problem-solving.
Objectives
Promote awareness of cleanliness, sanitation, and sustainable everyday practices.
Encourage critical thinking through decision-making instead of passive learning.
Leverage role-playing to create empathy for different civic responsibilities.
Stimulate discussion between players around environmental and social issues.
Localize the experience through an Indian village setting, familiar characters, and culturally relevant scenarios.
02
Understanding the Problem
Design Insight
Behavioural change should be introduced through engaging experiences rather than punishment or instruction.
Existing Sustainability Initiatives
Research explored both international and national sustainability efforts, including the United Nations Sustainable Development Goals (SDG 6 & SDG 12) and India's Swachh Bharat Mission. While these initiatives have significantly increased public awareness through Information, Education and Communication (IEC) campaigns, they primarily rely on posters, advertisements, and public outreach. The opportunity was to explore whether play could become another medium for environmental education.
Design Insight
Transform passive awareness into active participation through gameplay.
Why Games?
Literature surrounding educational games consistently suggests that players retain knowledge more effectively when they actively participate rather than simply receive information. UNESCO similarly advocates embedding sustainability within integrated learning experiences instead of teaching it as an isolated topic. Role-playing, collaboration, competition, and decision-making all contribute to deeper understanding and longer-term retention.
Design Insight
Players should learn sustainability by making decisions, negotiating outcomes, and experiencing consequences.
Excerpts from interviews
"While I was travelling in a bus once, and somebody spat Paan on me"
"Someone threw fish curry all over my shirt while travelling on a train"
"An empty plot beside my house has been turned into a spot for garbage dump"
Learning from Existing Media
Panchayat (TVF)
Narrative framing, rural governance, humour, and the surprise inspection scenario
Civic Sense
Localized environmental awareness
Hide the Corpse
Hidden information and player tension
Betrayal at House on the Hill
Exploration and emergent gameplay
Designing for Regional Relevance
Design Insight
Players should recognise themselves and their communities within the game world.
03

04
Prototypes
Prototype 1

Prototype 2

Prototype 3

Playtesting
Adult Testing: 7 gameplay sessions with engineers, interaction designers, and board game enthusiasts (21–29 years).
Student Testing: 6 gameplay sessions with students from Grades 3–10 (9–16 years).
Playtest 1
Participants
2
Rounds
5
Observations
The Pradhan consistently held a strategic advantage due to unrestricted movement.
Blind spots on the board reduced player interactions.
Different penalty values made scoring unnecessarily complex.
Design Iterations
Restricted the Pradhan to directional movement, improving balance.
Reworked the board layout by introducing obstacles and eliminating blind spots.
Standardized penalty values across all activity chips to simplify scoring and improve fairness.
Playtest 2
Participants
2
Rounds
2
Observations
Players rarely used encounter mechanics.
Certain movement rules felt unintuitive.
Several mechanics conflicted with the narrative roles of the characters.
Design Iterations
Introduced Conversation Cards to transform encounters into strategic dialogue.
Simplified movement rules, making navigation more intuitive.
Restricted tower access exclusively to the BDO, reinforcing the narrative of official inspection and surveillance.
Playtest 3
Participants
10 (Students)
Rounds
6
Observations
Players quickly identified good and bad activity chips through colour coding instead of reading the activities.
Gameplay became predictable after several rounds.
Older participants desired greater strategic depth.
Children particularly enjoyed role-playing and the dialogue-driven encounters.
Design Iterations
Removed visual indicators that revealed chip outcomes.
Added Power-ups and Debuffs to increase variability between matches.
Introduced Panic Tokens, creating high-risk conversation encounters and encouraging strategic decision-making.
Expanded the activity library and introduced a Sustainability Guidelines Sheet, prompting players to actively discuss whether behaviours were environmentally responsible instead of relying on visual cues.
Educational Outcomes
05
Character Design

Visual Identity


Typography

06
Core Mechanics
Hidden Information
Asymmetrical Movement
Vision System
Conversation Cards

Power-ups & Debuffs
Asymmetrical Movement
Vision System
Conversation Cards
Balancing the Game
Onboarding



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