Game design

Board game: Hack a:Tack

Teens eagerly use new devices but overlook digital safety. Hack a:Tack is designed to promote responsible online behavior in teens in a fun way.

Teens eagerly use new devices but overlook digital safety. Hack a:Tack is designed to promote responsible online behavior in teens in a fun way.

Pink Flower
Pink Flower

Watching my siblings navigate their interactions made me realize that teens are often very excited about using new devices and are not concerned about digital safety. It is common for children to want to share personal information online as they seek high social currency. However, it is important to be aware of the potential risks and drawbacks of this behavior. 

Games promote interactive learning, facilitating easy understanding of actions and repercussions. It offers different perspectives and encourages screen-off time, providing a valuable non-digital learning experience.

Watching my siblings navigate their interactions made me realize that teens are often very excited about using new devices and are not concerned about digital safety. It is common for children to want to share personal information online as they seek high social currency. However, it is important to be aware of the potential risks and drawbacks of this behavior. 

Games promote interactive learning, facilitating easy understanding of actions and repercussions. It offers different perspectives and encourages screen-off time, providing a valuable non-digital learning experience.

My role

My role

User research, concept creation, game design, prototyping, branding

Team

Team

Individual project

Individual project

2/3

2/3

2/3

internet users in India are 12-29 yo

28%

28%

28%

Teens get exposed to innapropriate content while browsing

84%

84%

84%

Teens are online for 4+ hours a day

Where it began

Observing my siblings brag to their friends about the number of likes on their post on social media is what sparked the initial curiosity.

Primary researched uncovered that:

Problem statement

How might we make it fun and easy for teens to get familiarized with jargon used on the internet, in order to encourage more responsible online behavior

Leveraging intrinsic motivation using Octalysis Framework

Leveraging intrinsic motivation using Octalysis Framework

Mapping the experience of people while playing games

Mapping the experience of people while playing games

From sketches to a working prototype

From sketches to a working prototype

User testing

During casual play, a teen asked "what are cookies" when prompted on a website, showing interest sparked by playing the game.

During casual play, a teen asked "what are cookies" when prompted on a website, showing interest sparked by playing the game.

The solution

Board game with 60 Action Cards, 18 Task Cards, a unique dice, tokens and player pawns- user tested and ready for play!

Board game with 60 Action Cards, 18 Task Cards, a unique dice, tokens and player pawns- user tested and ready for play!

Future scope: Creating themed card sets which can be used to expand the game over the same board base.

Future scope: Creating themed card sets which can be used to expand the game over the same board base.

© 2024, Shreya Saraf. Brand work owned by VML and BigSpring respectively.

© 2024, Shreya Saraf. Brand work owned by VML and BigSpring respectively.

© 2024, Shreya Saraf. Brand work owned by VML and BigSpring respectively.