04 — Personal Project  ·  3 months

Jana­pada

A behavioral UX exploration through interactive game design

Game Design Branding Behavioral UX Cultural Heritage
Janapada game box with components: stage board, performance cards, and green coins arranged around the green game box bearing the title 'Janapada — The Game of Folk'
01 — Overview

Karnataka's folk music is fading in plain sight

Karnataka has one of India's richest traditions of folk music — Dollu Kunitha, Yakshagana, Kamsale, Veeraghase — each with its own performers, instruments, rhythms, and stories. Yet younger generations engage with this culture passively, if at all. They consume it at festivals but don't understand it.

The question this project set out to explore was not how to document folk music, but how design could spark genuine curiosity and participation among people who wouldn't seek it out on their own.

The answer was a game.

Three months
August
Secondary & Primary Research

Online and field research with folk musicians and cultural experts

September
Game Development & Prototyping

Defined core mechanics, designed components, built playable prototype

October
Playtesting, Iteration & Finalization

Three rounds of playtesting, behavioral UX study, final refinements

A Yakshagana folk dancer in traditional red and gold costume performing

Karnataka folk performance tradition

02 — Research

Understanding folk music as an ecosystem

Secondary Research

Studied folk forms across Karnataka — Dollu Kunitha, Yakshagana, Kamsale and others — to identify patterns of performance, collaboration, and storytelling.

Researched folk music monetization, audience engagement, and cultural relevance in today's digital era.

Mapped out the structure of a performance — what kinds of stories are communicated through folk music, and who makes them possible.

Pencil illustration of a Karnataka folk drummer
Primary Research
This categorization helped form a semi-structured discussion guide, ensuring conversations with folk musicians and performers stayed holistic yet focused.
Social

Community, values, and audience relationships

Economic

Earnings, modernization, and monetization challenges

Historical

Origins, evolution, and legacy — how stories shape culture

Geographical

Influence of regions and migration on musical styles and interpretation

03 — Key Learnings

What folk musicians taught me

Four patterns emerged across every interview — each one eventually shaped a mechanic in the game.

01
Identity as Legacy

Folk artists aren't possessive about their art. They want it to pass on from generation to generation. The act of sharing is inseparable from the art itself — and this became central to the game's spirit.

02
Collaboration is Core

Every performance depends on multiple interconnected roles — narrators, dancers, instrumentalists, makeup artists. No single person makes a performance. This became the central mechanic of the game.

03
Scarcity Inspires Creativity

Limited resources and improvisation are features of folk performance, not bugs. A rare instrument becomes central to a performance because of its scarcity. This informed the strategic resource system in gameplay.

04
Cultural Disconnect

Younger audiences engage passively with culture — they consume it at festivals without understanding it. Design must ignite curiosity through play, not explanation. You cannot teach folk culture; you can only create the conditions for someone to discover it.

04 — Rebrief

Shift from representing folk music exhaustively → to creating curiosity-driven participation.

The original brief was to document Karnataka's folk music ecosystem. The research changed it. Folk culture isn't something that can be explained into relevance — it needs to be experienced.

05 — Why a Game?

Not to teach folk music. To let people experience it.

A game allows embodied understanding — players experience the challenges and rewards of hosting a folk performance firsthand.

The goal was not to educate. It was to let players experience its essence — collaboration, rhythm, resource management, and community — through the act of hosting their own performance.

When someone succeeds in assembling a Kamsale performance from the ground up, they don't need to be told what a Kamsale performance requires. They already know.

Illustration of a woman in profile with folk musicians and a dancer emerging from her thoughts in a flowing ribbon of color, beside a crossed-out image of a lecturer teaching from sheet music — representing experience over instruction
06 — The Game

Host a performance. Build your ensemble. Win the stage.

Players take on the role of performance organizers, competing to be the first to successfully host five folk performances.

Objective
Host a successful folk performance

Be the first player to complete five folk performances as dictated by the Performance Cards you collect. First to five wins.

Actions
Collect your contributors

Spend coins to assemble the narrators, dancers, makeup artists, and instrumentalists that every performance needs — in different combinations for each show.

Resources
Acquire contributors fast

Coins are finite. Strategy matters. Booster Cards let you upgrade or swap components — adding unpredictability and forcing players to adapt on the fly.

Full Janapada game spread: green box, stage board with tokens, performance cards, and green coin pieces
07 — Components

The people who make a folk performance real

Every folk performance is a collaborative act built from real roles. The game's components aren't abstract — they represent the actual people who make Karnataka's folk culture alive.

A classical dancer in traditional costume — representing Dancers in the game
Dancers
Traditional makeup being applied to a performer — representing Make-up Artists in the game
Make-up Artists
Two folk musicians with traditional drums and string instruments — representing Narrators
Narrators
A collection of traditional Karnataka folk instruments — representing Instruments in the game
Instruments

Each colour corresponds to a contributor type and appears on every Performance Card — showing exactly which roles are needed to stage that folk form.

Dancers
Perform the central act of each folk form
Make-up Artists
Transform performers into their stage personas
Narrators
Carry the cultural story within the performance
Instruments
Common & uncommon — 3 rarity levels shape strategy
Component platform

The components are arranged on a stage platform during play. The placement signifies the cost of acquiring each contributor — more expensive roles occupy higher positions, creating visual price clarity without any text.

Instrument rarity

Instruments are divided into three categories based on rarity. Interviews with folk singers revealed how rare traditional instruments fuel creativity and create unique melodies — so resource limitation became a deliberate driver of strategy.

08 — Performance Cards

Five folk forms. Five different ensembles.

Performance Cards are the heart of the game. Each card represents a distinct Karnataka folk form — and defines exactly which contributors are needed to stage it. The aim is to collect the most cards the fastest.

Component grid

Each card's colored grid shows exactly which combination of contributors is needed — different for every folk form, reflecting the genuine differences in how each tradition is performed.

QR code

Every card has a QR code on the reverse — intentionally unexplained. What players find when they scan it became the basis of a behavioral UX experiment. More on that below.

Front and back of a Janapada performance card: front shows the Doddata folk performer illustration and component grid, back shows the hidden QR code

The front shows the folk performance, value, and contributor grid. The back carries a QR code that players never receive instructions for. Whether they scan it — and what they feel when they do — became an experiment in curiosity-driven design.

09 — How to Play

Three steps. One winner.

The gameplay loop is simple to understand but demands strategy. Every decision — which contributors to buy, when to play a Booster Card, which Performance Card to target next — involves trade-offs that mirror how a real folk performance organizer thinks.

Green game coins arranged in rows — the currency players use to purchase contributors
Step 01
Buy contributors with coins

Players start with a fixed number of green coins and use them to purchase contributors — roles, instruments, props, and costumes — for their performances.

Janapada Booster Cards spread in a fan alongside white performance requirement cards
Step 02
Play Booster Cards strategically

Booster Cards let players swap or upgrade components, adding unpredictability. Use them to match your assembled contributors to the requirements of upcoming Performance Cards.

The Janapada stage board with colored component tokens placed on it
Step 03
Host performances on the stage

When your arrangement matches a Performance Card, place it on the stage. First to host five performances wins — but the path to five demands constant adaptation.

10 — Game Testing

What players said in playtesting

Three rounds of playtesting with participants who had no prior exposure to the game. Their confusion and delight — in equal measure — shaped the final design.

A two-player playtesting session showing the game board, Performance Cards, and components arranged mid-play

Representative gameplay layout showing a typical two-player playtesting session. The arrangement is intended to illustrate how components are organized during gameplay.

Player feedback

"I kept mixing up roles; it's hard to remember who does what."

Design response

Led to the introduction of color-coded categories and icons for each contributor type, allowing recognition at a glance rather than relying on reading.

Player feedback

"It's cool that I now know what goes into a folk show. Never thought about the behind-the-scenes part."

Design validation

Confirmed that the game successfully connects players to cultural depth through interaction, not instruction. The learning emerged as a byproduct of play.

Player feedback

"I was confused at the start, but once we played a few rounds, it all clicked."

Design response

The learning curve was high initially. Adding a visual quick-start guide made the game significantly easier to grasp on the first play.

Playtesting confirmed the core mechanics were working — but raised a deeper question: how much were players genuinely connecting to the culture, not just playing a game? That question led to a small behavioral UX study.
11 — Behavioral UX Experiment

The curiosity behind the QR

The QR codes printed on the back of every Performance Card were intentionally left unexplained. No instructions. No hints during gameplay. Nothing in the rules.

The objective: observe how players interpret an unexplained visual cue — and whether emotional investment in the performance they'd built would naturally drive them to explore what lay behind it.

Front and back of a Janapada performance card: the front shows the Doddata folk performer illustration and component grid; the reverse carries only a QR code — no label, no instruction
Hypothesis

"If players are emotionally invested in the performance they built, they will be naturally motivated to explore what lies behind the QR in the performance card."

Method
18 participants across 3 playtesting sessions
No instructions or hints about the QR codes were provided
Observed behaviour and collected short post-play responses
QR code linked to a curated YouTube playlist of the folk form on the card
78%
Scanned the QR
14 of 18 participants — unprompted, out of curiosity alone
85%
Expressed delight
12 of 14 scanners called it "unexpected," "rewarding," or "made culture feel real"
2
Didn't notice
Two participants focused entirely on gameplay and never saw the QR code at all
Player Reaction n % of Participants Observation
Scanned QR out of curiosity
14
78%
Thought it might reveal a score, animation, or hidden bonus
Ignored QR (didn't notice)
2
11%
Focused more on gameplay flow than visual details
Asked for clarification
2
11%
Wanted to confirm if scanning was part of the rules
Expressed delight post-scan
12 of 14 scanners
85% of scanners
Described it as "unexpected," "rewarding," and "made the culture feel real"
What they found

Real music, playing for the folk form they'd just performed

Players who scanned expected a score update, a bonus, or an easter egg. What they found was a curated YouTube playlist of the actual folk music group. The performance card they held and the living culture behind it suddenly felt connected — in a way no explanation could create.

YouTube showing curated playlists for Kamsale, Dollu Kunitha, and Veeraghase folk music — what players discover when scanning the QR code on a Performance Card
Player reactions
"

I thought it would show my score, but it played a song — that was such a nice surprise.

"

I didn't expect real music; it suddenly made the performance feel alive.

"

It made me want to scan every card to hear how different each performance sounded.

UX Insight

"The unexplained QR design successfully triggered curiosity-led exploration — a key behavioral UX outcome. Instead of instructing users, design can guide exploration through intent and reward — letting discovery itself become part of the experience."

12 — Translating Behaviour into Design

Translating Behaviour into Design

Playtesting and the QR study produced a set of behavioural insights. Each one was translated directly into a design response — ensuring the game was built around how people actually behave, not how we hoped they would.

Illustrated journey showing four behaviour-to-design translations: QR curiosity leading to discovery, initial confusion leading to learning through play, cultural unfamiliarity resolved through progressive disclosure, and participation building community engagement
Behaviour observed

Curiosity drives exploration

→
Design response

Hidden QR-based interactions that reward discovery without demanding it

Behaviour observed

Initial hesitation in unfamiliar systems

→
Design response

Onboarding through play — the concept reveals itself progressively as the game unfolds, not upfront

Behaviour observed

Cultural unfamiliarity creates distance

→
Design response

Progressive disclosure instead of explanation — players encounter culture through gameplay mechanics, not reading

Behaviour observed

Engagement increases with participation

→
Design response

Role-based mechanics requiring active contribution — every player must commit to assembling their performance

13 — Reflections

What the game taught me about UX

Building Janapada shifted how I think about design. The game became a testing ground for ideas that apply far beyond board games.

An open mystery box with a question mark, star, and ribbon — representing the moment of unexpected discovery
01
Surprise Strengthens Engagement

The QR feature and Booster Cards created unexpected emotional highs — moments of genuine delight that made players want to play again. Designing for surprise, not just utility, builds repeat engagement in ways that smooth, predictable experiences cannot.

02
Cultural Design Needs Participation, Not Explanation

Folk culture can't be taught; it must be experienced. Once the game became the primary interface for cultural encounter — rather than a presentation or a pamphlet — the connection players felt was qualitatively different. Richer. More durable.

Illustration of a diverse group of people coming together — representing cultural participation and community
Illustration of a person with a glowing brain surrounded by many arrows — representing cognitive overload and complexity
03
Cognitive Load Should Evolve, Not Overwhelm

Complexity that unfolds gradually keeps users motivated and curious. Front-loading all the rules killed early engagement. Revealing mechanics layer by layer — through doing, not reading — kept the learning curve from feeling like a wall.

04
Storytelling as a Tool

When there are characters, a setting and a concept that doesn't lecture but instead invites you into a world — people reach and remember faster. The folk performers on the cards weren't illustrations. They were characters with histories.

An open book with letters and words floating upward — representing the power of narrative and storytelling
14 — Next Steps

Expanding the experience beyond the board

Folk Music Database & Digital Archive
Pink magnifying glass over a computer — representing research and digital archiving of folk music
  • Create a dedicated database of the songs used in the game.
  • Record them in high-quality audio, preserving authenticity and accessibility.
  • Each artist or group featured in the game could have a profile page with stories, videos, and song origins.
Digital Companion Website
Karnataka folk musician alongside broken 404-error browser windows — representing the digital inaccessibility of folk culture
  • A web platform where players can explore the folk groups featured in the game.
  • Includes interactive maps showing regions, musical styles, and instruments.
  • Enables players to listen, learn, and connect with real artists beyond gameplay.
Playtesting with Real Folk Musicians
Two Karnataka folk musicians with traditional drums and string instruments
  • Conduct sessions directly with folk performers to capture subtle nuances we may have missed.
  • Their feedback could shape new performance cards or game modes, adding authenticity.
Educational Integration
Isometric illustration of a presenter teaching to students from a digital screen — representing educational integration
  • Collaborate with schools or cultural organizations to use the game as a heritage education tool.
  • Develop workshops where players can learn by playing and performing together.
The vision

"The goal is to evolve Janapada from a game into a living cultural platform — one that keeps folk art relevant, discoverable, and celebrated."