Know her :
Breaking the silence

Many young girls lack access to clear, positive information about menstruation. I developed Know Her, a gamified educational platform that reframes period education as an engaging journey, empowering students, educators, and single parents through accessible and inclusive design.

Context

Know Her is a digital platform dedicated to transforming menstruation education for young girls, particularly in under-resourced communities where the topic remains a cultural taboo. While basic health information exists, many girls reach puberty feeling fear, shame, and confusion due to a lack of early, supportive guidance.

Although some digital resources are available, they are often adult-centric, clinical, or locked behind paywalls, leaving younger users (ages 9–14) and their support systems including teachers and single fathers without approachable tools. This project focused on creating a gamified, safe environment that replaces medical jargon with interactive storytelling and play. By reframing menstruation as a positive milestone, Know Her empowers girls with confidence while providing inclusive resources for the adults in their lives.


Context

Know Her is a digital platform dedicated to transforming menstruation education for young girls, particularly in under-resourced communities where the topic remains a cultural taboo. While basic health information exists, many girls reach puberty feeling fear, shame, and confusion due to a lack of early, supportive guidance.

Although some digital resources are available, they are often adult-centric, clinical, or locked behind paywalls, leaving younger users (ages 9–14) and their support systems including teachers and single fathers without approachable tools. This project focused on creating a gamified, safe environment that replaces medical jargon with interactive storytelling and play. By reframing menstruation as a positive milestone, Know Her empowers girls with confidence while providing inclusive resources for the adults in their lives.


Project type:

User Experience Design

Timeline:

12 weeks

Tool:

Figma, Figjam, Adobe Illustrator, Google forms, Minimax AI, Adobe Premiere, Pro create

My Role:

UX designer (Individual Project)

The Problem

Many girls feel scared or confused when they get their first period because:

  • In many cultures, talking about periods is still a taboo or seen as shameful.

  • Most existing apps are made for adults and use confusing medical words.

  • Boys and Parents (single fathers) often don't know how to start the conversation.

  • Learning about bodies usually feels like a scary lecture rather than a fun experience.

    The project needed a safe, gamified digital environment that replaces fear with confidence, normalizing menstruation through interactive storytelling and inclusive design for both girls and their guardians.

The Problem

Many girls feel scared or confused when they get their first period because:

  • In many cultures, talking about periods is still a taboo or seen as shameful.

  • Most existing apps are made for adults and use confusing medical words.

  • Boys and Parents (single fathers) often don't know how to start the conversation.

  • Learning about bodies usually feels like a scary lecture rather than a fun experience.

    The project needed a safe, gamified digital environment that replaces fear with confidence, normalizing menstruation through interactive storytelling and inclusive design for both girls and their guardians.

Step into her stories...

Step into her stories...

Step into her stories...

I am scared

I am scared

I am scared

Is this normal?

Is this normal?

Is this normal?

I don’t want anyone to know.

I don’t want anyone to know.

I don’t want anyone to know.

Am I doing this right?

Am I doing this right?

Am I doing this right?

I just want to understand.

I just want to understand.

I just want to understand.

Why does no one talk about this?

Why does no one talk about this?

Why does no one talk about this?

What is POCD, PCOS?

What is POCD, PCOS?

What is POCD, PCOS?

It hurts… what do I do?

It hurts… what do I do?

It hurts… what do I do?

Who would use this website?

Primary :
Young girls aged 9 and above in schools.

Secondary :

Teachers and visiting health educators who conduct sessions in schools.

Tertiary :
Parents (with special focus on single fathers)

Research & Insights

Research Question : How can digital design using gamification and storytelling create a safe and supportive online space for young girls to learn and share experiences about menstruation?

My Challenge: Most period apps are made for adults. They use difficult language and focus only on tracking, not learning. My challenge was to design a simple and friendly website where girls can learn through games and stories. The goal was to make periods feel normal, build confidence, and create a safe space for open conversations.

To understand the user needs, I conducted:

  • Research Plotter - Mapped cultural taboos and global education gaps.

  • Comparative analysis of existing period apps (Clue, Flo, My calender, FitBit, Easy period live tracker)

  • Interviews of users and stakeholders gathered insights from students, teachers, and parents

  • Explaining our user's perspective - created personas to represent diverse social backgrounds.

  • User Journey map - visualized the emotional stages of a girl's first period.

  • Affinity mapping & insights - categorized research data into key themes

  • Framed problems - How might we?

  • Problem clarity - defined a focused mission for the digital experience.

  • Major insights & findings - distilled findings into core goals for the final prototype.

Research & Insights

Research Question : How can digital design using gamification and storytelling create a safe and supportive online space for young girls to learn and share experiences about menstruation?

My Challenge: Most period apps are made for adults. They use difficult language and focus only on tracking, not learning. My challenge was to design a simple and friendly website where girls can learn through games and stories. The goal was to make periods feel normal, build confidence, and create a safe space for open conversations.

To understand the user needs, I conducted:

  • Research Plotter - Mapped cultural taboos and global education gaps.

  • Comparative analysis of existing period apps (Clue, Flo, My calender, FitBit, Easy period live tracker)

  • Interviews of users and stakeholders gathered insights from students, teachers, and parents

  • Explaining our user's perspective - created personas to represent diverse social backgrounds.

  • User Journey map - visualized the emotional stages of a girl's first period.

  • Affinity mapping & insights - categorized research data into key themes

  • Framed problems - How might we?

  • Problem clarity - defined a focused mission for the digital experience.

  • Major insights & findings - distilled findings into core goals for the final prototype.

Research & Insights

Research Question : How can digital design using gamification and storytelling create a safe and supportive online space for young girls to learn and share experiences about menstruation?

My Challenge: Most period apps are made for adults. They use difficult language and focus only on tracking, not learning. My challenge was to design a simple and friendly website where girls can learn through games and stories. The goal was to make periods feel normal, build confidence, and create a safe space for open conversations.

To understand the user needs, I conducted:

  • Research Plotter - Mapped cultural taboos and global education gaps.

  • Comparative analysis of existing period apps (Clue, Flo, My calender, FitBit, Easy period live tracker)

  • Interviews of users and stakeholders gathered insights from students, teachers, and parents

  • Explaining our user's perspective - created personas to represent diverse social backgrounds.

  • User Journey map - visualized the emotional stages of a girl's first period.

  • Affinity mapping & insights - categorized research data into key themes

  • Framed problems - How might we?

  • Problem clarity - defined a focused mission for the digital experience.

  • Major insights & findings - distilled findings into core goals for the final prototype.

Research Plotter
Research Plotter
Research Plotter

I used this Research Plotter as the starting point for my entire project to understand the historical and cultural landscape of menstruation. By plotting data across four quadrants - Global vs. Local Culture and Past vs. Recent History. I identified critical gaps in education. It shows that while global trends are moving toward normalizing conversations through digital platforms, local contexts often still face challenges like myths, secrecy, and limited school resources. Mapping this out helped me realize that my design needed to bridge the gap between traditional secrecy and modern, accessible knowledge.

Comparative Analysis
Comparative Analysis
Comparative Analysis

To identify industry standards for accessibility and engagement, I audited four direct competitors:

  • Flo: High-quality content but cluttered and overwhelming; most features are locked behind a paywall.

  • Clue: Scientifically accurate but feels too adult and clinical; lacks a safe mode for younger users.

  • The Calender: Simple to use but lacks inclusivity and offers no support for conditions like PCOS/PCOD.

  • FitBit: Provides good health data but requires expensive hardware, making it inaccessible for many.

Comparative Analysis

Comparative Analysis

Here's is a short visualization of what I discovered through my research into current period-tracking apps.

Clue Period, ovulation tracker

  • Written in a more medical manner
  • No chat feature
  • Highly anticipates a premium upgrade to access it
  • Adult content only - teen target not be ready for
  • No child safe mode or guardian features

Flo Period & ovulation tracker

  • Overwhelming, due to large no
  • of features & information
  • Limited community feature
  • Auto generated chart
  • Lengthy process to go in after information
  • Bombarded with all sort of other notifications multiple times a day
  • Cluttered
  • Focused on adult-centric
  • Requires frequent manual input

My Calendar

  • Consultation added in a premium feature
  • UX support for diverse user groups: PCOS, PCOD, young girls

Fitbit Health & Fitness

  • Only accessible for Fitbit devices

Easy Period Life Tracker

  • Basic tracking
  • No parental mode
  • No education content
Logo Concept Research & Generation

We didn't just pick a font, we researched the history of the movement and the building itself to find a symbol.

The Bookshelf Concept: We explored books as the primary inspiration for the logo. The final design aligns the letters "MML" to resemble books sitting on a shelf, symbolizing the library as a repository of knowledge.

Interviews of users and stakeholders
Interviews of users and stakeholders

UX Research Method : Surveys & Interviews

To understand how menstrual education is currently taught in schools and what challenges teachers face, I conducted surveys and interviews with educators and parents. The goal was to explore comfort levels, available resources, and interest in using digital tools to improve menstrual learning.

40 Responses

Below is a summary of key findings:
66% of menstrual education is delivered by teachers or visiting health experts.
60% of teachers prefer external support.
100% confirmed that boys are not included during puberty sessions conducted in schools.
60% would be interested in using a digital platform if it’s child-friendly and easy to use.

The goal is to identify how we can better support educators and students with more accessible, comprehensive period education tools and potentially develop a digital platform that addresses real classroom needs.

Explaining our User's Perspective
Explaining our User's Perspective

After conducting interviews with students, teachers, and parents, I synthesized the feedback to ensure the design addressed real-world needs. The research revealed that fear and cultural embarrassment are the primary barriers to learning, which led me to prioritize a "safe space" aesthetic over a clinical one. I also integrated voice-over guidance to make the information more accessible and less intimidating for younger users.

User Journey Mapping
User Journey Mapping

I created this journey map to visualize the emotional shift from fear to confidence. By analyzing user data, I identified that the most critical pain point occurs at the start of the first period, where anxiety is highest due to a lack of clear information. I used these insights to design gamified touchpoints that step in during these stressful moments, replacing scary medical jargon with supportive, interactive guidance to ensure a positive first experience.

Affinity Mapping
Affinity Mapping
Affinity Mapping

I used affinity mapping to organize all my research into simple groups. By looking at all my notes and interviews together, I realized that the biggest problems weren't just a lack of facts, but also cultural shame and a lack of age-appropriate tools. This helped me stop feeling overwhelmed by data and clearly see exactly what features I needed to build.

Research Insights: What we discovered

Here's a short visualisation of what we found out through affinity mapping and user research.

School education is brief or skipped. Most rely on friends or sisters for info.

Girls fear being seen using a period app. They dislike apps that ask for personal details.

Medical terms are confusing. Icons and layouts are hard to navigate.

Voice help is missing in most apps. Local language voice-over is needed.

Taught not to go to temples or touch food. Periods are seen as shameful or dirty.

No space for open conversation at home. Cultural stigma prevents discussion.

Like games and interactive visuals. Too much text or seriousness feels boring or scary.

First period causes fear, shame, and confusion. Many girls cried or hid it from family.

Need: Pad usage tutorials and myth-busting stories in simple, friendly language.

How might we?
How might we?
How might we?

I used "How Might We" questions to turn the problems found in my research into creative design opportunities. This step helped me focus on finding solutions, such as creating a safe space for girls to ask questions and making learning fun through games. It was the bridge that moved my research from identifying issues like cultural shame and confusing language into building a practical, user-friendly website.

Problem clarity
Problem clarity
Problem clarity

I used this Problem Clarity chart to decide which features were most important to build first. By mapping ideas based on their impact on the user and my confidence in them, I could prioritize high value tools like simple visual guides and period tracking. This helped me focus my research on what truly helps girls like easy to understand explanations rather than wasting time on complex features that might be too confusing.

Major Insights & Findings
Major Insights & Findings
Major Insights & Findings

My research completely reframed how I approached this project. I realized that the core problem wasn't just a lack of information, but the deep-seated cultural shame and anxiety girls feel when they first start their periods. By grouping my findings, I identified a critical "knowledge gap" where girls were turning to unreliable sources because they felt too embarrassed to ask adults. These insights led me to shift my strategy: instead of a clinical health tool, I decided to build a safe, gamified space that replaces fear with confidence and uses simple, supportive language to break the cycle of secrecy.

Website Feature Ideation

Website Feature Ideation

Website focuses on period education with a comfortable, approachable design.
The visual identity uses organic, flowing elements (like the curved lines) to represent natural conversation about periods.
I have planned interactive feature exploration for educational content, QR code scanners for additional information, and a quiz system with multiple choice answers.
The design emphasizes making period education accessible through various formats - books, articles, podcasts while maintaining a bright, inviting, and serious tone that normalizes these important conversations.

Lo-Fidelity & Visual Identity

Lo-Fidelity & Visual Identity

Our visual approach centers on “organic flowing conversation” with curved, natural design elements that feel welcoming rather than clinical.
I have incorporated asymmetrical compositions and irregular shapes to convey the variety of period experiences different people have.
The design uses negative space thoughtfully (representing “missed periods”) and was also thinking of including playful elements to make the serious topic more approachable.
This creates a visual identity that’s both informative and comfortable, helping users feel at ease while learning about periods.

Planning of the screens & games

Planning of the screens & games

Why game?
Learning through games
I chose to add gamification to my website because it transforms learning into an engaging and interactive experience. Instead of feeling overwhelmed by sensitive information, users can explore content in a safe, playful way. Gamified elements motivate users to progress step by step, making it easier to learn at their own pace. This approach not only builds confidence but also helps create a positive and memorable learning journey.

Final Design

Final Design

The final design of Know Her is a cohesive, multi-level learning journey designed to guide users through the physical and emotional aspects of menstruation. The website brings together all the researched elements : the intuitive maze, the musical lesson, the simplified cycle phases, and the product-matching game into one seamless flow. By ending with the "Conversations" and "Common Questions" sections, the platform transforms from a simple game into a supportive community tool that encourages girls to "Grow, Guide, and Glow".

Click in the frame once to start interacting, press 'R' to return to the homepage.

The Know Her landing page features a side navigation bar with dedicated buttons for each level. Clicking these buttons leads you to gallery pages, such as Level 01 and 02, where I explain the research, personal inspirations, and design choices behind every game mechanic. To begin, simply click once within a level frame to start interacting, or use the side navigation to explore the deeper story behind how each stage helps you grow, guide, and glow.

Click the Level buttons on the right to reveal the 'Why' behind the design and my research process.

Learnings

  • Designing for Taboo Topics: I learned how to use gamification and play to turn a sensitive, intimidating subject into an engaging experience that builds user confidence rather than causing embarrassment.

  • Audio-First Accessibility: By integrating AI voiceovers and audio guides, I realized that accessibility isn't just a checklist it's about providing different ways to consume information so no user is left behind due to literacy or tech-confidence.

  • Testing Over Assumptions: User testing taught me to be objective. I learned to quickly pivot when I saw users struggling with text-heavy elements, replacing them with more intuitive, interactive cues to keep the flow seamless.

  • Visual Safety: I learned that color and shape have a huge impact on user trust. Using organic forms and welcoming gradients helped transform a "clinical" topic into a safe, friendly digital environment.

  • Complex Information Architecture: I learned how to break down a massive subject into manageable, logical stages. By organizing content into a four-level system (from basic puberty to period preparation), I ensured the user journey felt like a steady progression rather than an overwhelming dump of information.

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Available for Work

Let's turn ideas into interfaces.

Want to work together? If you think I can help you with you project drop me an email.

Open for full-time opportunities and collaborative projects.

siddhik.uxdesigner@gmail.com

Available for Work

Let's turn ideas into interfaces.

Want to work together? If you think I can help you with you project drop me an email.

Open for full-time opportunities and collaborative projects.

siddhik.uxdesigner@gmail.com

Available for Work

Let's turn ideas into interfaces.

Want to work together? If you think I can help you with you project drop me an email.

Open for full-time opportunities and collaborative projects.

siddhik.uxdesigner@gmail.com