Gamification for supporting Women and Children experiencing homelessness

Gamification for supporting Women and Children experiencing homelessness

Gamification for supporting Women and Children experiencing homelessness

Marillac Place is a non-profit organization that supports women and children experiencing homelessness with 100+ residents and staff members.

I co-designed a gameful task-management application with the frontline staff for their Praise with a Raise (PWAR) program. After iterating, I restructured the deliverables using a newly developed design system,

Role

Product Designer

UX Researcher

Research Assistant

Responsibilities

Wireframing & Prototyping

Design System

Codesign Workshop

Context-aware personalisation

Tools

Figma

Miro

Excel

Procreate

Timeline

May- Aug 2023

OVERVIEW

Impact

Validated through community-based collaboration:

  • Grounded in behavior science

  • Strong alignment with staff needs

  • Directly address challenges of the program

  • Positive reinforcement for gameful elements

We presented our research at CHI 2025, which was one of the best opportunities I received in HCI.

I digitized the weekly incentive Program, while ensuring trauma-informed care to increase engagement and scalability.

Task Tracking

Clear progress

Motivations

BACKGROUND

Marillac Place in Ontario supports women who are pregnant or with children, facing housing insecurity through parenting and life skill programs.

Their Praise with a Raise (PwaR) system incentivizes weekly completion of tasks with “Marillac Bucks' that are redeemable for essential items.

OPPORTUNITY

Reimagining the program not through coercion or control, but through choice.

With only 10 full-time staff members and over 100+ annual residents, the system presents challenges in manual tracking, flexibility, and staff workload. Thus, a digital solution would empower participants and support the long-term impact of the PWaR program.

Builds an incremental system that enables the staff to sustain the program

Modify Residents' behaviors through reinforcement without demotivating

Track Residents’ progress in the program currently tracked manually

Let residents review their progress and set their goals with their case managers

To improve the outcome of the program by designing a gamified digital app

HOW MIGHT WE

How might gamified digital design help families facing homelessness increase their autonomy, learn more skills and be more active in their communities?

PRE-WORK FIELD RESEARCH

We gathered information about the current working system through documents sent over by the staff. Further, the research team, including me, looked into gamification and the use of game elements in non-game contexts.

Gamification and trauma informed care

Gamification and trauma informed care

  • Breaking into intrinsic (behaviors and actions) and extrinsic (rewards) motivation.

  • Prioritizing short-term goals over long-term goals.

  • Providing positive messages or help resources after task completion.

Requirements Gathering

Requirements Gathering

  • General program information, program goals and expected outcomes, and existing recording sheets

  • Gave us insights into the resident program checklists (for chores), staff safety checklists, resident housing plan, baby check-ins, and residents’ program goals.

USER RESEARCH

I conducted interviews and focus groups before and after the design processes to understand the fit of gamification into the program

Innovation Meetings

Contextual interviews

  • To understand the maintenance of the program and how participation is motivated.

  • To group requirements into "Must-haves", "Should-haves", and "Could-haves".

Key Insights

  • Staff participation needs structure & safety through anonymity

  • Trauma-Informed care is understood but not operationalized

Front-line staff and Administration staff

Focus Groups

  • To understand the staff workflows and operational challenges.

  • To empathise with the need for digitization and psychological alignments

Key Insights

  • Administrative burden on staff is high

  • Behavioral patterns are complex and tasks can be emotionally taxing

I then broke down the separate needs for both the staff and the residents.

IDEATION

I addressed identified pain points to create a skeleton application, refining game strategies, and an abstract sense of the final interface to guide staff explorations.

Crazy 8s

  • Subtle motivating languages and actions that engage in community feedback

  • Subtle motivating languages and actions that engage in community feedback

  • Effective management of through the interface

  • Effective management of through the interface

  • Clear goal visibility through the day and week

  • Clear goal visibility through the day and week

  • Emphasis the resident's choice and positive reinforcement

  • Emphasis the resident's choice and positive reinforcement

Downselection Criteria

  • Not communicating within app, but in-person

  • Not communicating within app, but in-person

  • Do not want competition within residents- no granular information

  • Do not want competition within residents- no granular information

  • Keeps tasks and warnings separate variables

  • Keeps tasks and warnings separate variables

  • Reward and punishment responses

  • Reward and punishment responses

INFORMATION ARCHITECTURE

Resident

Staff

LOW FIDELITY

What would they see when they open the app?

Integrating further features

Integrating the current program

MID FIDELITY AND CODESIGN

I made sure the staff and residents were involved at every step to ensure logic and flow.

Methods

Follow-Up Focus Groups


Follow-up Interview

Focus Groups

  • To recognize the strengths and unique perspectives of the participants

  • To prioritize privacy and inclusivity

  • To understand their needs and requirements

Feedback

  • Summarizing tasks would help interpretation

  • Using MP bucks to motivate task completion

  • A way for the staff to announce or interact daily

RESULTS

I made the changes to ensure the deliverable aligned with their day-to-day routine

Input from research

Section in UI

Changes integrated

Rationale

Chat with staff and profile section

Excludes scoreboards and ranks, and in-app resident conversation

To prevent stress or conflict among residents and to safeguard resident confidentiality

Profile page: Badges and Progress

Badges and progress trackers are included

To motivate residents, foster a sense of achievement and encourage participation

Profile Page: Progress

Included progress tracking and motivational language

Nudge residents towards completing their daily tasks

Home Page: Today's Tasks- Add task- Customizable

Ability for customization (e.g., resident tasks)

To better support residents’ independence

Input from research

Section in UI

Changes integrated

Rationale

Chat with staff and profile section

Excludes scoreboards and ranks, and in-app resident conversation

To prevent stress or conflict among residents and to safeguard resident confidentiality

Profile page: Badges and Progress

Badges and progress trackers are included

To motivate residents, foster a sense of achievement and encourage participation

Profile Page: Progress

Included progress tracking and motivational language

Nudge residents towards completing their daily tasks

Home Page: Today's Tasks- Add task- Customizable

Ability for customization (e.g., resident tasks)

To better support residents’ independence

Input from research

Section in UI

Changes integrated

Rationale

Chat with staff and profile section

Excludes scoreboards and ranks, and in-app resident conversation

To prevent stress or conflict among residents and to safeguard resident confidentiality

Profile page: Badges and Progress

Badges and progress trackers are included

To motivate residents, foster a sense of achievement and encourage participation

Profile Page: Progress

Included progress tracking and motivational language

Nudge residents towards completing their daily tasks

Home Page: Today's Tasks- Add task- Customizable

Ability for customization (e.g., resident tasks)

To better support residents’ independence

PREVIOUS VS REDESIGN

I redesigned the design system using a new lens to systems thinking and usability.

Before- Home

After- Home

Rationale

As this is the landing page, more importance is given to the tasks due 'today'.

This is followed by their weekly goals and alerts, and then skill sessions with the staff.

As this is the landing page, more importance is given to the tasks due 'today'.

This is followed by their weekly goals and alerts, and then skill sessions with the staff.

Before- Profile

After- Profile

After-
Profile

Rationale

A clearer tracking of day-to-day warnings and progress, and closeness to attaining badges.

This would also contain most motivation as we display the warnings here.

A clearer tracking of day-to-day warnings and progress, and closeness to attaining badges.

This would also contain most motivation as we display the warnings here.

Before- Task

After- Task

After-
Task

Rationale

Motivate through progress bars and divisions to get closer to task completion.

Separating the pending and completed ones helped the staff.

Ability to customize new tasks without asking staff.

Before- Task list

After- Task list

Rationale

Instead of announcements being listed on a separate page, they were covered in the home and chat itself.

I integrated the task sheet into the navigation bar to allow for better autonomy.

Instead of announcements being listed on a separate page, they were covered in the home and chat itself.

I integrated the task sheet into the navigation bar to allow for better autonomy.

DESIGN SYSTEM

We revised the color scheme to balance urgency with emotional safety, to avoid feelings of coercion.

Colors

  • Use of blues is key in trauma-informed environments.

  • Bright, saturated yellows are used to show energy and motivation.

  • Gradients suggest progression

  • Purple indicates requirement elements.

Font

They highlighted that they did not cope well with change, and hence, having a standard font seemed to work better than any serif fonts.

They highlighted that they did not cope well with change, and hence, having a standard font seemed to work better than any serif fonts.

LEARNINGS

A diverse team led us to include iterative, multi-phasic methods to develop persuasive system designs

Working within Real-World Constraints

Being an external researcher, I had to empathize with their point of views

We could not deploy due to a lack of community-based funding

Organizations lack the resources and expertise to develop a novel software

Psychology of behavior modification was crucial to be known

I learned how cross-functional teams collaborate to support underserved populations.

At the Games Institute, I identified multiple layers of gaps in community-based organizations that bear the burden of sustaining these initiatives.

Check out other projects

Directed by,

Trisha Sharad Pawar

trishapawar23@gmail.com

+1 (206) 931 0943

Check out other projects

Directed by,

Trisha Sharad Pawar

trishapawar23@gmail.com

+1 (206) 931 0943