Nishita Nirmal
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Case Study

Nirnay: A Financial Board Game for Women with Low Literacy

A board game that runs a life from schooling to retirement, designed with Deep Griha Society so that low-literate women in Pune can practise six financial decisions instead of reading about them.

Role
Designer and researcher
When
Jan to Jun 2021
M.Des thesis, IIT Bombay, with Deep Griha Society
Top-down render of the finished Nirnay board game, showing the full winding life-timeline path, decision points, and event tiles

What it is

Nirnay (Hindi for "decision") is a one-hour board game in Hindi for three or four players, run by an NGO facilitator as Game Master. Players move along a winding life timeline from schooling to retirement, earn and spend, and at six red decision points face the financial choices that low-literate women in Pune's chawls told me they actually face. I designed it as my M.Des thesis at IDC, IIT Bombay, with Deep Griha Society, between January and June 2021, guided by Prof. Girish Dalvi. It was printed, and playtested with three women who had never played a board game before.

Partner
Deep Griha SocietyWomen's-empowerment programme, Tadiwala Road, Pune
When
Jan to Jun 2021Fieldwork by early March; evaluations 20 and 23 June
My role
Sole designer and researcher
Output
A printed board gameBoard, manual, currency, asset cards, dice
Tested with
3 target usersOne masked session, second COVID wave
Photograph of the printed Nirnay board on a table with asset cards, currency and dice
The printed game, not a render.

The frame

Objective
A working intervention for the NGO's financial-literacy session, tested with users and approved by the NGO.
Design goals
1. Players engage with and discuss a chosen set of financial concepts. 2. Players have fun.
Non-goals
Behaviour change and societal change. I ruled both out early: they need domain expertise I did not have and longitudinal fieldwork that 2021 did not allow.
Evaluation criteria, set before the work
1. Suitability of the content for the target user. 2. How well the content translates into play. 3. Suitability to the NGO's context. 4. Aesthetics and usability. 5. What players can say they learned afterwards.

Decision 1: Build for play, not for behaviour change

The obvious thesis was a product that changes how these women save and spend. I decided against it, and the decision shaped everything after.

What was at stake
A thesis needs a working, tested intervention. A behaviour-change product would have needed months of field access to test at all, and Pune's second wave closed the field in March.
The evidence
Facilitators were unambiguous that lectures and webinars fail and that social, literal activities work. Six interviews in two chawls: everyone already saved (Bishi, Bachat Gat, deposits), nobody kept written records, and nobody felt the need to. A record-keeping product would have asked for a habit nobody wanted.
What I gave up
Two of my three directions. Instructional charts for facilitators, and a record-keeping kit I had sketched four ways (a sticker book after Mansi Mankad's non-text menopause tracker, abacus stacks, a coin-purse slider, a Connect-4 rice box).
What it produced
Purposeful play around six concepts, positioned as the warm-up before the NGO's formal teaching, not the teaching itself.

The Phase I jury and a content expert forced the sharpening. The jury: "You're assuming users are clean slates"; define the baseline; name the behaviours; state the learning outcomes. And a provocation I could not answer: "Are you financially literate? How can you decide the level of 'financial literacy' for an M.Des student versus a domestic worker?" The expert: drop the phrase "financial literacy", pick one commonly misunderstood concept and gamify that. So I stopped claiming literacy and named six things from the RBI's Financial Awareness Messages handbook: interest on a loan, compounding, inflation, time value of money, risk versus return, diversification.

One limitation earned its place here. I was a finance novice, which slowed the content work and also made me a fair proxy for players who found finance intimidating. What confused me went into the discarded pile.

Deep Griha Society activity cards: photographs of expenses with rupee amounts, placed against a monthly-income chart
What the NGO already did: expense cards sorted against a monthly income.
Laminated expense badges from the NGO's role-play activity, hung on a board
And their most popular activity: women wear expense badges and vote each other out. Social, literal, funny.

Decision 2: Make the board a life, not a metaphor

I chose a literal life timeline over every themed world I tried, because the interviews said literal meanings land and layered metaphors don't.

What was at stake
Engagement without literacy. If the board needed reading or cultural decoding, the game would fail its second goal before the first.
The evidence
The same checkpoints surfaced in every interview: daughter's marriage, son's business, children's education, a house, retirement. A wedding was the biggest financial and emotional event by far. The NGO's gentlest metaphor, a plant watered by savings, was already too abstract for the women I met.
What I gave up
Three worlds. Festivals: none is secular across the religions at the table. Bollywood: I could not guarantee shared references and it risked endorsing regressive stereotypes. Animals and cartoons: the interviews said no. Also five other concepts, from a Mafia-style "Convince Me" card game to "Interest Hopscotch".
What it produced
A path from schooling to retirement with six decision points on the checkpoints the women named, and events that escalate in cost as the path goes on.
  1. Schooling
  2. Marriage
  3. Children
  4. Job
  5. Son's business
  6. Daughter's wedding
  7. A house
  8. Hospitalisation
  9. Retirement
The life-timeline plot points from schooling to retirement, above an affinity board of interview anecdotes clustered by theme
The timeline built top-down from recurring interview anecdotes: bank, employment, daughter's marriage, children, debt, Bachat Gat.

Four constraints came with the decision, all from the research. Players come to socialise after work, so the game delivers role-play and novelty, never a lecture. Friendships in the chawl run on emotional support, so there are no cut-throat mechanics. Nobody had played a board game, so options stay few and chance carries the uncertainty. And a purposeful game with a finite message set is played once at the NGO, so I did not balance for replayability.

Decision 3: Hide the maths, keep the trap

Every concept had to be experienced, and none could be calculated at the table.

What was at stake
Accuracy against intimidation. The RBI content was a dry, formula-heavy list. One compounding formula on the board and the game becomes the workshop the women already avoided.
The evidence
Interviewees used interest-rate language natively ("paach takka vyaaz", five percent interest) but that is not the same as computing compounded figures. One woman had weighed a moneylender's 2% against a bank's 10% without noticing that one was monthly and the other annual.
What I gave up
Formulas, live arithmetic, and an equity option at the liquidity decision, cut to keep the choice to three. Where compounding technically happens, the maths is hidden and the result is rounded.
What it produced
Every rate paired with its pre-calculated rupee amount, delivery by the Game Master's voice rather than text, one deliberately misleading decision point, and one that teaches by consequence.
  1. High priority
    The message
    "Compound interest is interest on interest."
  2. Supporting
    The habit
    "Always check whether a rate is annualised."
  3. Discarded
    The formula
    A = P(1 + r/n)nt, cut entirely.
#ConceptThe situation on the boardBest answer
1Simple vs. compound interestA wedding gift of 1 lakh. Which savings account?Compound
2Expenditure = income − savingFirst salary. Join a Bishi or Bachat Gat, setting aside 20,000 at each decision point?Yes
3Annualisation; bank vs. moneylenderA 5-lakh loan for a daughter's wedding: 2% from the moneylender or 10% from the bank? The 2% is monthly, the 10% annual.The bank
4Risk vs. returnDaughter takes a sure 50,000 job, or a business worth 2 lakh only on a roll of six.Either. It's about risk tolerance.
5LiquidityA 2-lakh gift: gold, bank deposit or land?Any. The reasoning is the point.
6DiversificationA 2-lakh insurance payout across gold only, gold and land, or gold, land and bank.Spread it. The game then reveals a loss on one asset, and the all-gold player feels it.
Content-handling page: primary and secondary topics, and a board of messages sorted into high-priority, supporting and discarded tiers
The triage board. Anything that needed arithmetic in the moment was discarded or pre-calculated.

Decision 4: Design the social temperature of the table

The game's real risk was not confusion. It was making friends uncomfortable with each other. Most of the mechanics exist to keep the table warm.

What was at stake
Interviewees maintained friendships through interest-free loans and emotional support. Any realistic exploitation between players, even in a game, would be unwelcome, and the game would not be played twice.
The evidence
Three playtests on Miro and paper with friends and my parents, plus feedback from other designers, most usefully Malay Dhamelia's push for exchange between players. Then the target-user test, where the one mechanic that failed to ship was the one keeping the table calm.
What I gave up
Branching if/else conditions, competitive racing, and predictability. Two dice doubled the events players miss, and I kept them anyway for the uncertainty.
What it produced
Commodity exchange between players (a birthday: pay 1,000 or gift a sari card), physical actions on tiles, Bollywood-character pawns so players act a role rather than themselves, and a first-player disadvantage I chose to keep because it lets the Game Master watch whether later players learn from earlier ones.
Playtesting montage: the designer testing a paper prototype at home with faces obscured, and the three prototype boards from Miro to paper
Version 1 (piggy-bank path on Miro), version 2 (simplified path), version 3 (paper), all played with stand-in players while the field was closed.
Playtest 1 found

Decision points arrived in one turn or less; recurring costs lived in players' memory; everyone chose the obviously good option because bad choices cost nothing.

What I changed

More event tiles between decisions; recurring costs anchored to zones on the board; a counter-incentive for "bad" choices (skip higher education, move ahead faster); tile numbers hidden from players.

Result

Pacing and tension.

Playtest 2 found

With little text, players couldn't anticipate what was coming; denominations were unpredictable; events in a cluster were uneven; a bottom-to-top path was too predictable.

What I changed

Colour and number hints; levelled denominations; evened-out events; three new path shapes explored.

Result

The board shows the player the path ahead, the principle behind the final layout.

Other designers found

Too many branches; players passive while the Game Master narrated; no player-to-player interaction; events were only about money.

What I changed

Cut branching; added physical actions; added commodity exchange; added lose-a-turn style consequences.

Result

The exchange mechanic produced the most entertaining moments in the target-user test.

What it became

NirnayA life as a board: childhood to retirement in one hour
The board Path 3 of 3
  • Winding path, six red decision points, red (loss), green (gain) and black (opportunity) tiles
  • Decision points are red regardless of outcome. I broke my own colour rule so the stops stand out.
The Game Master's manual Folded
  • Each fold matches one stretch of path, so the facilitator never hunts for a tile
  • Hindi in a middle register: formal Hindi made the terms harder, "Bombay Hindi" read as fake
Currency and asset cards
  • Five denominations to 50,000, in real-currency proportions, because "a lakh never stays in one place" and handling big notes was aspirational
  • Colour-coded for sorting without reading; seven asset types, most appreciating through the game
Win condition
  • Most money plus assets. Nobody retires with a loan outstanding; you go back and replay that decision.
Three board path explorations: a piggy-bank shaped organic path, a predictable rectilinear path, and the final inorganic winding path
Path 1 (piggy bank) would overwhelm a first-time player. Path 2 (rectilinear) would bore on the sixth pass. Path 3 gives the feeling of travelling between life phases.
Sketches of two manual ideas: tiles that lift to reveal text underneath, and a folded paper manual whose folds mirror the board
Manual idea 2 (lift the tiles) would break the pacing. Idea 3, one fold per stretch of path, shipped.
Specification of event tile types with icons, and the five currency denominations
Tile types and the five denominations.
The five colour-coded rupee notes with Nirnay branding
Currency.
Asset cards for gold and silver with numbered values at successive decision points
Asset cards, numbered to the six decision points.
Five typographic iterations of the Nirnay title in Devanagari on coloured panels
Title lettering developed with Devina Sarawgi (Srishti), after Pune shop signage and posters: one loud word, bold colour, symmetry.
The complete finished Nirnay game set: folded board, asset cards, currency and dice
The full set.

What testing showed

Players
3 womenDomestic workers from my own locality
Literacy
One low-literate, one numerate, one non-literate
Session
One hour, maskedGame Master: my parent; one onlooker; me
Where
My living roomNot the NGO. I name that confound below.

None of the three had played a board game before. The mechanics were clear within one or two turns, and each player found her own way through the material. The reader studied every card and sorted her currency. The numerate player handled money fluently and played entirely off the board. The non-literate player sorted nothing, followed the images and the Game Master's narration, needed help with payments, and won.

"Pehle kuch samajh mein nahi aaya, par jaise jaise khelne lage mujhe samajh mein aaya. Agli baar khelungi toh pata hoga kya karna hai."

"At first I didn't understand, but as we played I did. Next time I'll know exactly what to do." Player 1, after the session.

Against the criteria

  • Content suitability and translation into play: five of the six concepts came back in the players' own words. Diversification: "I made a mistake there. I should have put money in three assets, not two." Annualisation: Player 1 explained why the bank loan beat the moneylender's monthly rate. Compounding: Player 3 knowingly took the "worse" savings option and reasoned that compounding on a loan is the danger, not the prize. Insurance: when the Game Master showed Player 1 she had profited by skipping it, she pushed back, "that was only a benefit by chance." Liquidity: a three-way discussion ended with land protecting money "for when you need it most" because it is hard to spend impulsively.
  • Usability and aesthetics: all three called the plot, events and decisions easy to follow; the money figures were "very large" and took real effort. Green and red arrows were misread once and self-corrected. A Diwali lamp tile drew "gharaat deepawali aali", good fortune has entered your home, more cultural resonance than I had designed for.
  • Suitability to the NGO's context and what players learned: all three wanted to play again. I put four questions to the NGO: is the game suitable to their context, where and how would it be used, what works and what doesn't, and what more is needed. Their answer was largely positive and they were looking forward to using it. They saw it opening up discussion, wanted it as an introduction and ice-breaker, and wanted to use it outside financial literacy in other sessions as well. They asked for three things: onboarding for new facilitators, a version prototyped in cloth and other materials, and fewer, smaller numbers and denominations in the game. The content expert's accuracy review was still pending at the final presentation on 23 June 2021. [[PLACEHOLDER: the content expert's feedback, if it came]]

My own verdict at the jury: it can teach new concepts and stay engaging, it explores an under-explored area, and it is more or less playable. What it still needed was fine-tuning and balancing for intuitiveness, facilitator onboarding, and work on translation and tone. The next steps I set were rigorous playtesting, a detailed manual, translation, and distribution across the NGO's centres.

What failed, and what I changed

What happened

The Bollywood-character pawns weren't available, so players played as themselves.

Effect

A noticeably tenser table when someone had to take a loan or take money from a friend, exactly what the pawns existed to buffer.

Response

The emotional buffer is load-bearing. The pawns are not optional in the next print.

What happened

Nobody ever chose the risky business at decision point 4.

Effect

Winning needed a literal six; the odds read as discouraging entrepreneurship rather than weighing risk.

Response

Rebalance the probability; the "either is valid" lesson did not land as designed.

What happened

Cards existed for a sari, a TV and a fridge, so players expected a card for every purchase.

Effect

An expectation the game could not meet.

Response

Be consistent about what is collectible.

What happened

Player 1 asked why the Bishi and Bachat Gat paid no interest.

Effect

A content gap I had not modelled.

Response

Unresolved in this version, and noted.

What one session cannot establish: retention, behaviour change, or how the game performs in the NGO's group setting. It ran in my home with people who knew me; novelty bias and the employer and employee dynamic are real confounds, and the report says so.

What I would do differently

Co-design with the players from the start. The pandemic made that impossible, and it shows in how much rests on six interviews. I also began this project believing my job was to diagnose problems and solve them. By the end I had moved to finding the one place a small, specific, playful intervention could sit. Not every problem here is a design problem. Knowing where to position the work was the design.