Prohabit
Game Design | Research | Design thinking

Prohabit is a strategic design project that challenges the taboo surrounding menstruation by creating an open space for dialogue, encouraging people to use words that are often considered taboo.
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Why is
this project relevant?
Brief
Designing communication strategies and communication materials for B2B channels and stakeholders for Onreen and Onpery.

The project aims to build emotional resilience and confidence by addressing the gap between knowing and expressing.
It proposes a game-based service that not only helps users overcome the discomfort around certain "prohibited" words but also encourages open, everyday conversations. By creating a safe and playful environment,

Challenge
Females face challenges in trying new products, due to a lack of knowledge and vagina shame, as well as societal taboos. Additionally, there is often a fear associated with trying something new and a specific fear related to the act of insertion.
Research
Interviews were taken to understand the audience and problem areas.
Menstrual cup user

Out of 122
Brand used by menstrual cup user

Out of 31
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Concept
Project highlight
Using a card game as a means of communication to foster interaction, within the community and while giving insights into the value and features of Onpery products.
Human-centric research
Product design
Ethnographic research
Systems design
Prototyping

This game aims to help people overcome their insecurities, by providing knowledge in a comfortable environment. It encourages users to use certain words that are typically considered prohibited, helping them develop a habit of incorporating these words into their daily lives.


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