CHAKRAVYUH
ChakraVyuh is a two-player game designed for subconscious learning of directions and angles. Inspired by the epic Mahabharat's chakravyuh, it enhances understanding of angles and directions.
PROJECT TYPE
UX/UI
ROLE
Researcher, Visual Designer
YEAR
2014
TYPE
Concept
THE IDEA
Simplifying the concept of circularity with minimal knowledge of angles to make learning intuitive and enjoyable. This was addressed by leveraging users' basic understanding of angles, such as reading a clock, to create an intuitive learning experience.
HOW TO PLAY
​​Two players select their pawns. One player must eliminate the other's pawn by adjusting angles within a circular field.
PRIMARY USER PERSONA
​​Name: Aryan
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Age: 10-12 years
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Background: Tech-savvy urban child
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Education Level: Middle school student
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Interests: Video games, comic book heroes, learning new concepts through interactive methods
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Goals: To have fun while learning, improve knowledge of directions and angles
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Challenges: Limited attention span, prefers engaging and visually appealing content, basic knowledge of angles and directions
USER RESEARCH
​Methodology:
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1. Conducted semi-structured field interviews with children aged 10-12.
2. Observed children’s interaction with games and learning tools.
3. Identified favorite characters and types of game mechanics that captivate their interest.
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Findings:
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Children prefer games with clear objectives and immediate feedback.
Visual appeal and engaging storylines significantly enhance interest.
Familiar concepts, such as reading time on a clock, help simplify complex ideas.
Heroes and characters from comic books or epic stories are particularly motivating and relatable. Older children enjoy games with a higher level of challenge and interaction.
INSIGHTS TRANSLATED TO DESIGN
​DESIGN ELEMENTS​
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1. Game Mechanics:
Integrated circular fields and angle adjustments to make the learning of angles intuitive and engaging. Created a competitive element to maintain interest and motivation.
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2. Visual Design:
Used vibrant colors and dynamic visuals to capture attention.
Character designs were inspired by comic book heroes, making them relatable and exciting for the target age group. Blended elements of ancient history to add educational value while keeping the game fun.
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3. User Interaction:
Ensured that the game interface was user-friendly with straightforward navigation.
Incorporated feedback mechanisms to keep users informed of their progress and next steps.
Designed the game to be addictive yet educational, promoting repeated play and learning.
4. Learning Curve:
Created a progressive difficulty level to match the increasing competence of the user.
Included subtle educational prompts and tips to reinforce learning without disrupting gameplay.
By aligning these insights with the game design, ChakraVyuh successfully combined fun and education, making it an effective tool for teaching angles and directions to children.
THANK YOU :)