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What Makes a Game Worth Playing Twice
A good game is like a good story, both need tension and anticipation to drive the engagement. So when we were developing an educational game for disaster preparedness, we started with the question, “What should the players feel?” We didn't just want players to understand preparedness measures, we wanted them to experience the uncertainty of an approaching disaster, the tension of making decisions with limited resources, and the relief of seeing those decisions pay off.


From Assumption to Insights: Field Testing a Toolkit for Anganwadi Workers
As designers, we’re often told to "design with empathy," but what does that even mean? What does it mean when the design is intended for the last mile - the Anganwadi Worker (AWW) in rural India?
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