Manya Singh
Seattle, WA
Project Rooh: Play For All
A multi-sensorial game designed in collaboration with Microsoft Research
Overview
ORGANIZATION
Thesis Collaboration with Microsoft Research ( Ludic Design )
ROLE
Strategy, Research, Game Design & Development
Team
System Designer (Me), Product Designer
Duration
5 Months (Jan 2022 - June 2022)
My Tasks
Research, Analysis, Ideation, Development, User Testing, System Maps
The problem
In our exclusive world, insensitively designed spaces, mindsets and systems hinder the independence and development of people with disabilities (PWDs). This makes access to play-based learning even more challenging for them, despite its essential role in cognitive stimulation.
Solution
Project Rooh is an initiative that creates inclusive and playful spaces and makes play more rewarding by adding monetary benefits. It curates multi-level play sessions for organizations and Specials Schools that work with or for PWDs.
Ludic Design for Accessibility (LDA) by Microsoft Research
Ludic Design for Accessibility (LDA) is a design methodology that puts play and playfulness at the center of all assistive technology design and use. PWDs face a lot of difficulty in accessing play based learning considering the kind of accessibility and assistance they require.
Presenting our project at the MSR office and talking to our mentor Manohar Swaminathan (Senior Principal Researcher)
Understanding The Problem
The problem of disability inclusion is deeply layered and global
1.3 billion people around the globe
Live with some form of disability, yet face unmet needs for dignity, security, and employment. ( WHO )
70% of people with disabilities
Report facing discrimination, with many employers believing they are less capable of contributing to the workforce. ( NCPEDP )
3% of physical or recreational games
Are specifically designed or adapted for individuals with disabilities. ( UNESCO )
Beneficiary from Chiranthana Foundation. Photograph taken while having a "play" workshop.
Research Questions
My Toolkit
Research (2.5 Months)
Secondary Research
Primary Research: 7 sessions spread across 4 nonprofits
Expert Interview: 4 nonprofit founders and 5 professionals
Contextual Inquiry: Observed participant behavior and environments
Ideation and Development (2.5 Months)
Ideation Workshops: 6 sessions at 3 nonprofits
Prototyping: Paper Prototype
Development: 2 Games (Alankar and Nirman)
User Testing: 2 sessions
Supporting Maps
User Flow, Journey Map, System Blueprint, PESTEL Analysis, SWOT Analysis, Business Model Canvas
Understanding The Users

Beneficiaries (PWDs)
Goals: The makers in are individuals with diverse abilities and unique strengths who face systemic barriers due to insensitively designed spaces, systems, and societal mindsets.
Pain Points: The lack of inclusive systems remain a significant hurdle, as does the general lack of awareness about their needs and abilities.
Interests: Their interests lie in creative activities like painting and stitching, which provide both joy and a sense of achievement.
Empathy Map for the beneficiary.
What Is "Play"
Understanding what play means for diverse individuals.
I conducted hands-on play sessions to understand the diverse dimensions of play. This exploration revealed that play means something different to everyone—like some find joy in following structured rules, while others thrive under the excitement of time constraints. These observations underscored a crucial realization: designing a system that ensures inclusivity and adaptability is essential to create engaging experiences for all.

Drawings made by beneficiaries from Chiranthana Foundation. Photograph taken while having a "play" workshop.
Engaging With Users
Primary Research
This process unfolded over 2 visits: the first visit was focused on closely observing the environment and capturing crucial details, and the second visit involved conducting interviews with NGO employees and beneficiaries, leading to a deeper understanding of their needs and experiences.
Photographs from the primary research conducted at Chiranthana, ProVision Asia, Antharbhaava Foundation and Mitra For Life.
Key Findings
What the beneficiaries liked
Independence: Beneficiaries with disabilities thrive when given responsibility and opportunities for independence.
Routine & Sensory Engagement: Beneficiaries benefit from structured routines and enjoy sensory-based activities like texture play.
Strategies used by the NGOs to track growth
Progress Tracking: Individual Education Plans (IEP) track the development of each beneficiary.
Competency Mapping: Evaluates and enhances skills through competency mapping for targeted growth.
So, How Might We
How might we create an evolving and playful system with a profitable workspace for people with disabilities and the interested stakeholders in the current Indian context of urban cities?
Ideation And Prototyping
Working with the users
Video which documents one of the workshops conducted for Mitra For Life.
Left: Paper prototype. Right: Beneficiary playing with the dice
Failure: Not Adaptable Enough
The initial design of the game lacked adaptability, making it difficult to cater to a diverse range of users. This highlighted the need for a more inclusive approach. We initially collaborated with lower-middle-class individuals with physical disabilities, aiming to tailor the product to their unique skills and interests. However, financial constraints forced many participants to leave after just a few sessions. This setback served as a wake-up call: to be truly inclusive, the design must accommodate diverse needs rather than focusing on specific disabilities.
Adaptable System of Project Rooh
Project Rooh is an initiative that creates inclusive and playful spaces and makes play more rewarding by adding monetary benefits. It curates multi-level play sessions for organizations and Specials Schools that work with or for PWDs. The system has 2 core games, Alankar: Mark-making & Patch making and Nirman: Creating patterns through play.
Our final journey map will all stages : Player Acquisition, Orientation, Space Interaction, Games, Production, End Product, Sales Channel with continued play and expert supervision. There are 2 more previous versions of journey map in the process map section. Click here to view them.
The Games
The games that adapt to all users needs and comfort levels.
Top: All the game components, Bottom left: Pattern making with Patches, Bottom right: Creating prints using blocks
The By-Product
A game board becoming a product that showcases the creativity of the beneficiaries.
The Rooh gender-neutral handbags are the outcome of inclusive and playful interactions with the system games, Alankar and Nirman. Designed with accessibility in mind, these bags feature wheelchair compatibility, zip-free closures for ease of use, and spacious interiors with high-contrast lining. By generating income for the beneficiaries, these bags empower individuals with disabilities, promoting financial independence and showcasing the value of diverse creations.
Rooh bags made using the by-product of creative gameplay
The Backend Support
Testing To Make It Adaptable
Constant testing was integral to ensuring the system's adaptability. Multiple sessions provided valuable insights, allowing the team to continuously refine and adjust the design to meet diverse needs, making the system more inclusive and effective. This iterative process ensured that the final product was truly accessible and functional for all users.
User Testing session at Srushti Montessori
Accessibility-First Approach
The Rooh Project was designed with an accessibility-first approach, ensuring inclusive experiences for all users. In the games, high-contrast patches made from sustainable fabric improve visual accessibility while reducing waste. Custom-designed game blocks with adaptive handles ensure that players with varying motor abilities can fully participate, fostering inclusivity and engagement.
The patches and custom designed hand blocks.
Takeaway
Designing for True Inclusion – Accessibility is not a one-size-fits-all solution. Constant iteration and user engagement were essential in ensuring Project Rooh was truly adaptable for diverse needs.
The Power of Play in Learning – Play is not just a leisure activity but a powerful tool for cognitive development, creativity, and social interaction, especially for people with disabilities.
Want To Know More?
1. Documentation Book: View the full process