It’s About Bloody Time is a mission-driven card game that seeks to ignite conversations surrounding menstrual health. The pack features three distinct levels of questions and wildcards that allow you to advance your knowledge of period poverty and uncover shared experiences.
Shed Red is a non-profit organization with a mission to address period poverty in Canada, destigmatize menstruation, and inspire agents of change. Over the past year, we’ve launched our Red Talks initiative: comprehensive, 45 minute community-based lectures regarding period poverty delivered to high school students in Ontario and British Columbia. To date, we’ve educated 150+ students (both males and females), dispelling the stigma surrounding menstruation and encouraging allyship.
In our conversations with students, we discovered that many were reluctant to share their experiences related to periods in a classroom setting, and felt embarrassed to engage in open dialogue about menstrual health. Through this card game, It’s About Bloody Time, our mission is to kickstart meaningful conversations about menstruation and educate our generation about period poverty through a Canadian lens.
To address the problem at hand, we first understood the pain points our users face. After interacting with numerous high school students from grades 9 to 11, we discovered that the initial conversation starter served as the key roadblock. In other words, if one member of the group mustered the courage to speak up and share their experiences, others followed suit. This insight allowed us to focus on solving the following question: how can we make the process of initiating menstruation-related conversations as frictionless as possible?
In this discovery stage, a secondary issue was brought to our attention by educators. They lacked engaging and interactive resources to teach students about menstruation and issues related to it. As such, the scope of our project evolved into the following:
Users
We segmented out user base into two distinct groups:
Goals
Non-Goals
This game is not intended to do the following:
User Flow
Each deck consists of 52 carefully crafted questions to foster a deeper understanding about menstrual health and period poverty in Canada. There are three distinct levels: awareness, reflection, and allyship, in addition to fact-based cards which function as “wildcards”.
Level 1 (Awareness): This level encourages users to share their personal experiences as it relates to menstruation.
Level 2 (Reflection): This level spotlights how social stigmas have impacted the user’s experience as a menstruator.
Level 3 (Allyship): This level is split into two sections: For Menstruators and For Allies
Fact-Based Cards (Wild Cards): Fact-based cards provide an opportunity for individuals to learn an interesting statistic related to period poverty, access to menstrual hygiene products, social stigmas, and more.
Level System
Each level of the card game delves a layer deeper into the conversation about periods. Since educators function as gatekeepers (wielding the authority to actually purchase the game), it was important for us to ensure that each level required different degrees of thinking. We used Bloom’s Taxonomy—an educational framework that categorizes the cognitive domain of learning into varying levels according to complexity and richness—when designing the game. As you travel up the pyramid, the level of complexity increases.
With this in mind, we mapped each of the game’s levels to a unique tier of thinking, ensuring we have a well-rounded learning experience and strengthening the game’s value proposition in the eyes of educators:
Iteration 1
We began by brainstorming an individual's experiences related to menstruation in both their public and private spheres, which ultimately helped us in creating the prompting questions. Here’s a small excerpt from our brainstorming session:
Our initial wireframes were made with pen and paper, as shown below:
We then built the high fidelity wireframes using Figma, which can be found here. This was our first time using Figma to build something from scratch, and we learned a lot about the tool in the process.
Iteration 2
After creating the high fidelity mockups, we conducted user testing with students and educators to obtain valuable feedback:
Findings from User Sessions with Students
Findings from User Sessions with Educators
We decided it would be strategic to leverage Shed Red’s strong Instagram following (600+ individuals) to promote our card game. The game retails for $20/per deck and proceeds will go towards a local women's shelter. In order to generate demand, we employed two strategies:
1. Direct-to-Consumer Efforts
On the D2C front, we pushed content on our Instagram in the form of Posts and Instagram Reels:
2. Reaching out to Educators
In order to get the product in schools, we connected with Health and Physical Education Program Coordinators from the Toronto District School Board, Peel District School Board, and Thames Valley District School Board. By providing educators with a lesson plan and demo video outlining how to effectively use the game in classrooms, we equipped them with the resources needed to make an informed purchasing decision.
Through having discussions with educators, we identified that there is potential to adapt this game for a younger audience, as menstruation is introduced in the curriculum as early as grade 5. Moving beyond a physical product could also help increase accessibility to users, through integrations on the web. By creating an interactive, web-based card game, users would have the flexibility to play the game without any limitations.