Game design

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

Type

Type

Individual Project

Individual Project

Role

Role

Research, Game Design

Research, Game Design

Year

Year

2022-2023

2022-2023

View site

View site

The internet is full of jargons

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?

Teens spend a lot of time online

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. 

Board games make learning fun!

After a LOT of ideation, the decision to design a board game was finalized. Games promotes interactive learning with peers, facilitating easy understanding of actions and repercussions subconsciously. It offers different perspectives for a deeper understanding and encourages screen-off time, providing a valuable non-digital learning experience; especially for teens.

The internet is full of jargons

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?

Teens spend a lot of time online

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. 

Board games make learning fun!

After a LOT of ideation, the decision to design a board game was finalized. Games promotes interactive learning with peers, facilitating easy understanding of actions and repercussions subconsciously. It offers different perspectives for a deeper understanding and encourages screen-off time, providing a valuable non-digital learning experience; especially for teens.

2/3

internet users in India are 12-29 yo

28%

Teens get exposed to innapropriate content while browsing

84%

Teens are online for 4+ hours a day

Diving in

Diving in

Diving in

01

Teens misunderstand cybercrime

Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.

02

Leveraging intrinsic motivation

03

Iterate, iterate, iterate!

04

Learning through Action Cards

05

Testing and refining gameplay

01

Teens misunderstand cybercrime

Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.

02

Leveraging intrinsic motivation

03

Iterate, iterate, iterate!

04

Learning through Action Cards

05

Testing and refining gameplay

01

Teens misunderstand cybercrime

Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.

02

Leveraging intrinsic motivation

03

Iterate, iterate, iterate!

04

Learning through Action Cards

05

Testing and refining gameplay

01

Teens misunderstand cybercrime

Research reveals teens favor online chatting but often misunderstand cybercrime. People underestimate online privacy risks. Screen time and internet use are closely tied, especially among teens.

02

Leveraging intrinsic motivation

03

Iterate, iterate, iterate!

04

Learning through Action Cards

05

Testing and refining gameplay

© 2024, Shreya Saraf. Brand work owned by VMLY&R and BigSpring respectively.

© 2024, Shreya Saraf. Brand work owned by VMLY&R and BigSpring respectively.

© 2024, Shreya Saraf. Brand work owned by VMLY&R and BigSpring respectively.