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CLASSROOM PROJECT
SVA Design for Social Innovation
ROLE
Design Researcher, Facilitator
TEAM
Nishita Chheda, Mahima Jaju, Zhiqiang Andy
LOCATION
New York City
Learning to recognize true consent and boundaries through play
Game Design, Iterative Design, Prototyping

Practicing consent and recognizing other's boundaries are one of the most important and non negotiable values to learn.
BACKGROUND
Practicing consent has been an ongoing issue in most cultures and contexts. Although defining consent can be tricky in different circumstances, the general idea is always the same - it is an ongoing process of discussing boundaries and what you’re comfortable with. It is about communication. Different types of consent is needed in all kinds of activities but one kind that especially crucial is Sexual consent. For this project, we wanted to develop a tool that helps in understanding and practicing consent.
RESULTS
At the end of a three week iterative process of constant testing, we designed a short facilitated activity that can be used by teachers/instructors/facilitators to introduce the concept of consent and boundaries with a group of people.


UNDERSTANDING CONSENT
We began by sharing our own experiences in how consent has played a role in our lives. We found it important to make it clear what is NOT consent.
When is one not in the right state to consent?
Since there is often confusion about what kind of consent is valid and what isn't, we found out that it is not true consent if a person is not -
1.
Not fully informed of what
they are consenting to.
2.
Not free of coercion
or intimidation.
3.
Not actively communicating
about their consent.
PROTOTYPE 1
The aim of the game was to ask Boo to go out with you for a drink, ONLY if she consents to it - which means she is 'Informed', 'Free', and 'Active'.
Game rules and setup
There is a grid of cards laid out on a table, each with either one of the three key terms to remember and some extra cards which show that boo is not in the correct state to consent. For eg. she is drunk, drugged etc. Each player spins the spinner which has 4 quadrants (Yes, No, Maybe, Silence). If the arrow points to silence, you try again. If it points to No, you skip a turn, If it points to Maybe, you can open two cards and f it if the arrow points to Yes, you can turn three cards and win the game if the three cards are Free, Active and Informed.
Learnings
Just remembering the words was not enough. We needed players to understand the complexity of consent.
This game involved memorizing through repetition. Players were focused on how well they could remember rather than think about the idea of consent. The mechanics of the game overpowered the message of the game.
"What if they roleplay to experience the
nuances of the situation?"
PROTOTYPE 2
The aim of the game was to navigate a conversation in a
scenario where consent might be required.
Game Set up and Rules
There are two decks of cards - A situation deck and a response deck. Two players pick up a card from each deck and roleplay a scenario based on what is written on the card. For eg. Scenario - You both have known each other for 5 years and want to ask each other out for dinner. Response - You are too shy and confused about your answer.
After the roleplay, players debrief on what happened and where they think consent was required.
Learnings
Putting players on the spot was asking them to be vulnerable. We needed them to be unafraid to discuss this topic.
This game created laughter, embarrassment and tension in the room. The prompts on the cards were too direct and too close to real life situations. It became awkward and uneasy for players to respond naturally. Their guard was immediately up and were shutting themselves from honest conversations.
"Okay, Let's not carry the baggage of this charged up topic. How can we make this game light, silly and fun but still maintain the complexity of the issue?
PROTOTYPE 3
Recognizing consent and boundaries can be complicated, confusing, awkward and subjective to each situation, person and time. The most common awkward moments when we encounter people's boundaries is when we greet each other!
Game Set up and Rules
We decided to address recognizing boundaries through a facilitated floor activity. The game requires a 2 or more pairs. Each pair stands 5 feet apart and at the count of 3,2,1, takes a step forward to either WAVE, or do a HANDSHAKE, or do a HI-FIVE or HUG. They can choose either of these 4 options. The facilitator then asks them to switch pairs and repeat until there is an awkward clash of gestures - which is a great segue to probe the players to think about boundaries.
Learnings
The players used their intuition this time- gauged what gesture the other person might do. They realized that no matter the closeness of the relationship, boundaries can still be set.
We had achieved what we set out to do. Within minutes into the activity, the players experienced a simple situation where they had to use the same intuition and judgement that would be required in a consensual situation. We learnt how we can address a charged up, sensitive topic with playfulness and silliness.
BIG THANKS
To Nick and Mattie for introducing us to the world of iterative game design and teaching us the art of giving and receiving feedback!
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