Bod.ily

A card game that normalizes stigmatized topics and taboos around women’s health that prevail across most cultures and societies.

Tags

persuasive design, game design

Roles

User Research, Rapid Prototyping.

Collaborators

Diva Agarwal, Jongyeon Chae, Salonee Gupta, Animesh Singh, Vera Wei.

2021

card game

Bod.ily
Cover image for Bod.ily

Overview

Bod.ily (pronounced "bod-i-love-you") is a party game designed to normalize conversations around women's health through playful interaction. The project emerged from recognizing how stigmas around menstruation, body hair, and sexual health persist across cultures, often preventing open dialogue and perpetuating misconceptions.

Example of Bod.ily game cardsExample of Bod.ily game cards

If you want to try the game, here's the instructions to help you prepare your deck.

Research & Strategy

Target Audience

We focused on young men aged 18-30 who maintain close relationships with women. This demographic:

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Frequently interacts with women

Frequently interacts with women in their daily lives

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Hesitant to discuss

Often shows hesitation in discussing women's health topics

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Potential for change

Has potential to either perpetuate or help dissolve existing stigmas

Research Methods

Our research combined literature review and user interviews to understand how gender, self-objectification, and cultural norms influence attitudes toward women's health topics. We conducted literature review to build our understanding of existing research and interviews to validate our assumptions.

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Existing Literature

Over 12 academic papers. Annotated bibliography available here.

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Male participants

3 male participants (ages 18-24)

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Female participants

2 female participants (ages 18-24)

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Domain experts

3 domain experts including sex educators and researchers

Research Findings

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Limited education

Insufficient coverage of women's health topics in formal settings

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Relationship dynamics

Comfort levels vary significantly based on relationship closeness

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Cultural factors

Strong influence of cultural and religious norms on discussions

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Indirect approach

Need for indirect, safe spaces to discuss sensitive topics

Persuasive Strategies

We identified two key strategies for the game to address the identified challenges:

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Topic Intermixing

Combining stigmatized topics with related but less taboo subjects to make discussions more approachable

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Implicit Persuasion

Framing the experience as a fun party game rather than an explicit educational tool to reduce resistance

Design Evolution

First Iteration: The Adulting Game

Our initial prototype combined Pictionary and Charades with a generalized "adulting" theme. To obfuscate the game's purpose, we used have two different sets of cards:

  • On-Topic (e.g. "period", "dildo")
  • Off-Topic (e.g. "laundry", "quitting a job")
On-topic cardsOn-topic cardsOff-topic cardsOff-topic cards
First prototype testing sessionFirst prototype testing session

After testing the game with participants, we learned that:

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Descriptions needed better integration

Players skipped reading card descriptions, suggesting they weren't effectively integrated into core gameplay mechanics

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Lack of thematic focus

The mix of general adulting and women's health topics diluted the game's core message and created a disjointed experience

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Gameplay elements felt disconnected

The various game mechanics and card types didn't work together cohesively to support the learning objectives

Second Iteration: Points System

We modified the design to include:

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Expanded Card Variety

Added more general lifestyle and health topics to create a natural blend with women's health cards

Knowledge Incentives

Introduced point multipliers for players who could explain terms in detail, encouraging deeper engagement with the content

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Scoring System

Developed dynamic scoring mechanics that rewarded both gameplay skill and topic understanding

Mixed cards of on-topic and off-topic topicsMixed cards of on-topic and off-topic topics Testing the points-based systemTesting the points-based system

After testing the game with participants, we learned that:

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Imbalanced reward system

Point bonuses for definitions felt arbitrary and unrewarding, especially for common terms that didn't need explanation

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Mixed messaging

The combination of health and lifestyle topics created an unclear narrative and diluted the game's educational goals

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Inconsistent participation

Players showed varying levels of interest and involvement, with some dominating play while others remained passive

Final Design: Three-Round Format

After consultation with instructors, we pivoted to a format inspired by games like Monikers and Salad Bowl.

We designed the game to progress through three rounds with the same deck, each round creating a different way of engaging with the concepts.

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Spaced Repetition

Reinforces learning through strategic repetition across multiple rounds

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Diverse Learning Styles

Accommodates visual, verbal, and kinesthetic learning preferences

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Progressive Comfort

Gradually builds confidence through increasingly expressive gameplay modes

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Gamified Learning

Transforms sensitive topics into engaging social gameplay experiences

Each round typically lasts 3 minutes per team, with points awarded for successful guesses. The decreasing verbal freedom across rounds challenges players to think creatively about how to communicate these concepts, leading to deeper engagement with the subject matter.

Round 1: Anything but the word itself

Players giving verbal descriptions
  • Use any words, sounds, or gestures
  • Cannot use the term itself
  • Skip and reshuffle if term is accidentally used
  • Reading provided card descriptions is allowed

Example: For "menstrual cramps," a player might say: "This is a monthly physical discomfort that many women experience in their lower abdomen..."

Round 2: One-Word Clues

One-word clue giving in action
  • Limited to a single word as clue
  • Word can be repeated but no gestures
  • Cannot use any part of the term
  • Must be creative with association

Round 3: Draw or Charades

Players acting out or drawing clues
  • Only charades or drawing allowed
  • Complete silence except sound effects
  • Time pressure adds excitement
  • Most challenging expression mode

Example: For "menstrual cramps," a player might: Draw a calendar with circles and someone holding their stomach

Concept Video

Here's a video that showcases the game in action:

Impact & Future Development

Learning Through Play

Our final playtesting sessions revealed several positive outcomes:

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Increased Comfort

Players showed progressively more ease discussing sensitive topics across rounds

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Social Bonding

The game format created natural opportunities for sharing personal experiences

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Knowledge Building

Players retained information through multiple exposures and varied expression

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Reduced Stigma

Humor and play helped normalize conversations about taboo subjects

Future Directions

The project has several potential paths for development:

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Digital Adaptation

Creating an online version for remote play and wider accessibility

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Expanded Content

Developing additional card sets addressing other health and social topics

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Cultural Localization

Adapting content for different cultural contexts and sensitivities

Acknowledgements

This work was developed under the guidance of Geoff Kaufman for the course Persuasive Design at School of Computer Science, Carnegie Mellon University.

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