Chanua

Chanua is a serious board game to engage young girls of a low-resource setting in Kenya in Science, Technology, Engineering and Mathematics (STEM) education.

Research-through-design approach

10/2022 to 03/2023

Master's thesis project (individual)

Immersion in the local context to understand the socio-cultural norms, beliefs and lifestyle.

1.

school visits and observations in class

context mapping with generative methods

low-fidelity prototype testing

Field research

2.

Collaborative and iterative design iterations with both the users and stakeholders.

with the girls to ensure desirability and suitability

with the school teachers and Red Cross volunteers to create ownership

Co-creation

The board game is designed to use local resources: expertise and machinery from the Red Cross maker space, and materials found nearby.

3.

Local manufacturing

CHANUA is a Kiswahili word which, directly translated means enlighten. It implies elevating someone’s mental state to become curious about a certain topic.
Often associated to technological advancements, the word refers to someone going through a learning journey at the end of which they will master the knowledge and skills.

4.

I formalised my own method into a user-friendly toolkit – which combines game design approaches from the literature – for the Red Cross to help build local capacity.

screenshot of the filled toolkit with an example - low quality

Serious game design method

CHANUA is a fun game that engages young girls of the Lamu Island in STEM education. It mirrors real-life situations on the island and encourages critical thinking and scientific curiosity. The game promotes teamwork, builds knowledge

A final user test was conducted with girls from a local school to evaluate the feasibility, desirability and viability CHANUA. The game:

  • is made with local resources

  • is co-designed with all actors to fit into the socio-cultural context and must be facilitated by an adult

  • includes features from the girls' surroundings and game elements from popular games such as Ludo

  • is reproducible thanks to the ready-to-be-used serious game design method developed for the maker space

Evaluation:

Results:

5.

Solution delivery

and confidence, and sparks important discussions about girls in STEM. Finally, exposition to the game contributes to enhancing female community resilience.

Personal reflection

  • learn to conduct research-through-design

  • design with and for children from a different culture

  • conduct a multi-stakeholders project

  • dive into game design and create my own method