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 )

What does this mean?

Around 16% of the global population has a disability, yet poorly designed systems often limit cognitive development, social skills, and opportunities for people with disabilities (PWDs). This exclusion creates persistent cycles of poverty and marginalization.

Understanding the context: Spoke to 3 park representatives + Field research

Beneficiary from Chiranthana Foundation. Photograph taken while having a "play" workshop.

Research Questions

  1. What is the existing play and work culture for PwDs? 

  2. What strategies used by Nonprofits and special schools to track and support the growth of PwDs, and how do they influence skill development and independence?

  3. How are PwDs currently defined and segmented into groups and labels, considering the spectrum of abilities, and what criteria are used to determine grouping?

  1. Why do PwDs face such a stark gap in every aspect of their life? Why is this gap more prominent for women with disabilities? 

  2. What is the existing play and work culture for PwDs? 

  3. What kind of interventions/tools make their daily life easier? Why are these tools exclusive to inclusive spaces only? 

  4. Is it insensitive if the disability is not addressed?

  1. Why do PwDs face such a stark gap in every aspect of their life? Why is this gap more prominent for women with disabilities? 

  2. What is the existing play and work culture for PwDs? 

  3. What kind of interventions/tools make their daily life easier? Why are these tools exclusive to inclusive spaces only? 

  4. Is it insensitive if the disability is not addressed?

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

Phase 1: Natural Setting


Activity

Organized a creative workshop for neuro-diverse and neuro-typical children from different economic backgrounds. Focused on fostering exploration, self-expression, and interaction among participants.


What it meant for us

Identified children’s natural interests and creative inclinations, highlighting the value of freedom in exploration. Noted the impact of structured yet flexible activities in engaging children with diverse needs.

Phase 1: Natural Setting


Activity

Organized a creative workshop for neuro-diverse and neuro-typical children from different economic backgrounds. Focused on fostering exploration, self-expression, and interaction among participants.


What it meant for us

Identified children’s natural interests and creative inclinations, highlighting the value of freedom in exploration. Noted the impact of structured yet flexible activities in engaging children with diverse needs.

Phase 1: Natural Setting


Activity

Organized a creative workshop for neuro-diverse and neuro-typical children from different economic backgrounds. Focused on fostering exploration, self-expression, and interaction among participants.


What it meant for us

Identified children’s natural interests and creative inclinations, highlighting the value of freedom in exploration. Noted the impact of structured yet flexible activities in engaging children with diverse needs.

Video which documents one of the workshops conducted for Mitra For Life.

Phase 2: Paper Prototypes


Activity

Building on observations from Phase 1, developed low-fidelity prototypes that incorporated elements the beneficiaries found enjoyable. Conducted testing sessions with neuro-diverse players and women with physical disabilities.


What it meant for us

Participants exhibited varied preferences—some focused on arranging patches, while others enjoyed interactive gameplay. The game system successfully adapted to diverse abilities, with players enjoying different levels and activities.

Phase 2: Paper Prototypes


Activity

Building on observations from Phase 1, developed low-fidelity prototypes that incorporated elements the beneficiaries found enjoyable. Conducted testing sessions with neuro-diverse players and women with physical disabilities.


What it meant for us

Participants exhibited varied preferences—some focused on arranging patches, while others enjoyed interactive gameplay. The game system successfully adapted to diverse abilities, with players enjoying different levels and activities.

Phase 2: Paper Prototypes


Activity

Building on observations from Phase 1, developed low-fidelity prototypes that incorporated elements the beneficiaries found enjoyable. Conducted testing sessions with neuro-diverse players and women with physical disabilities.


What it meant for us

Participants exhibited varied preferences—some focused on arranging patches, while others enjoyed interactive gameplay. The game system successfully adapted to diverse abilities, with players enjoying different levels and activities.

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.

Core Offering:

Curates and organizes customized play sessions tailored to the diverse needs of people with disabilities. These sessions prioritize inclusivity, skill development, and enjoyment while offering financial incentives to make participation more rewarding and sustainable.

Core Offering:

Curates and organizes customized play sessions tailored to the diverse needs of people with disabilities. These sessions prioritize inclusivity, skill development, and enjoyment while offering financial incentives to make participation more rewarding and sustainable.

Core Offering:

Curates and organizes customized play sessions tailored to the diverse needs of people with disabilities. These sessions prioritize inclusivity, skill development, and enjoyment while offering financial incentives to make participation more rewarding and sustainable.

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.

Nirman and Alankar are inclusive games designed to foster creativity and engagement for players of all abilities, including those on the spectrum and with physical disabilities.


The games feature multi-sensory gameplay, encouraging players to explore textures, mediums, and colors to create vibrant prints, patterns, and patches. Players are constantly prompted to explore their creativity through this game. The levels of this game are designed to experience cooperation and friendly competition at the player’s comfort.


Developed with inclusivity and accessibility in mind, Project Rooh ensures that all tools and levels accommodate diverse skills and interests, offering safe and playful interactions for everyone.

Nirman and Alankar are inclusive games designed to foster creativity and engagement for players of all abilities, including those on the spectrum and with physical disabilities.


The games feature multi-sensory gameplay, encouraging players to explore textures, mediums, and colors to create vibrant prints, patterns, and patches. Players are constantly prompted to explore their creativity through this game. The levels of this game are designed to experience cooperation and friendly competition at the player’s comfort.


Developed with inclusivity and accessibility in mind, Project Rooh ensures that all tools and levels accommodate diverse skills and interests, offering safe and playful interactions for everyone.

Nirman and Alankar are inclusive games designed to foster creativity and engagement for players of all abilities, including those on the spectrum and with physical disabilities.


The games feature multi-sensory gameplay, encouraging players to explore textures, mediums, and colors to create vibrant prints, patterns, and patches. Players are constantly prompted to explore their creativity through this game. The levels of this game are designed to experience cooperation and friendly competition at the player’s comfort.


Developed with inclusivity and accessibility in mind, Project Rooh ensures that all tools and levels accommodate diverse skills and interests, offering safe and playful interactions for everyone.

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

The Rooh Project App supports remote makers by helping them track game participation and earnings with ease. Acting as a moderator, the app ensures seamless interaction through a range of accessibility features, including audio guides, visual aids, and intuitive navigation. Key features include:

  • Minimalist Design for simplicity and focus

  • Large Clickable Areas for ease of use

  • Organized Information for quick and clear access

WEBSITE

The Rooh Project website connects customers with the brand, selling bags and promoting awareness through concise information.


APP

The Rooh Project app supports remote makers, helping them track game participation and earnings. Features include: The Rooh app serves as a moderator for makers working remotely, allowing them to track games played and earnings. It includes accessible audio guides for easy navigation.

  • Minimalist design

  • Large clickable areas

  • Organized information

    GUIDES

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

Want to know more? Let's connect!

Always up for a good conversation, so if you’ve got a question, an idea, or just want to chat about design!

© 2025 – Manya Singh

Want to know more? Let's connect!

Always up for a good conversation, so if you’ve got a question, an idea, or just want to chat about design!

© 2025 – Manya Singh

Want to know more? Let's connect!

Always up for a good conversation, so if you’ve got a question, an idea, or just want to chat about design!

© 2025 – Manya Singh

Want to know more? Let's connect!

Always up for a good conversation, so if you’ve got a question, an idea, or just want to chat about design!

© 2025 – Manya Singh

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