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Spot the crime

Ragging is a widespread casualised crime amongst Indian youth, adversely affecting them and the ones around them. College students are directly affected by the problem but they are also the ones who create them. They can be victims, bystanders or perpetrators. This project aims to empower them with legal information to make informed decisions and seek justice in a ragging scenario. It sheds light on the prevalence of ragging in day-to-day college life to an extent that it becomes very difficult to spot and distinguish between ragging and a friendly engagement. This is supported by an interactive narrative experience that encompasses 4 stories that start similarly but diverge into different endings because of the decisions taken by the student. A digital multimedia experience to learn through gamification and story-telling.

Launch the project website

Timeline  

Subjects

 

Keywords

 

Tools

Client

2.5 months | March-May 2022

:  Multimedia Digital Experience | Data Visualisation |

   User Experience | User Interface

:  Anti-Ragging | Legal Theme | Gamification | Narration

   | Infographics

:  Procreate, Wix, Figma, Notion, Photoshop

:  Nyaaya

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Context -

It's proven difficult to curb ragging despite various anti-ragging initiatives and actions. The number of registered ragging cases has doubled from 2020 to 2021. Ragging can affect mental, physical and psychological health leading to life-long trauma, depression, physical hurt sometimes even the death of many students despite the strict laws against it. Ragging can easily become bullying which causes a worse impact on the lives of students. Creating legal awareness not only enhances their knowledge but also makes them empathetic towards others and understand their rights and limitations.  

Questions -

How might we build responsibility and create awareness while making this experience interesting?

How might we motivate the intended target audience to read and engage with legal information?

How might we align the client’s demands and the project's larger intention?

Research -

The research involved discovering information through different channels Legal information through Nyaaya’s data bank along with different government documents. Reading about cases and news around ragging gave insights and data influenced by human factors and interaction. Other non-legal information like mental health support, suicide helpline etc was found on multiple anti-ragging websites and initiatives. After the content was collected, it was mapped out with help of activity mapping of ragging scenarios to find information structure and stakeholders.

Ideation -

After the content was collected, it was mapped out with help of activity mapping of ragging scenarios to find information structure and stakeholders. With help of these, the project key addressing points were defined : Highly casualised crime, fluid roles of target audience and lack of knowledge.

Target Audience -

College Students in Urban India (victim, bystander, perpetrator)

Digital Multimedia Experience

  Gamification    +    Narration    +   Legal Information

(Spot the crime)        (Switch)             (Infographics)

The making -

The information and content flow helped to shape the user flow and information architecture. Which finally shaped the wireframes. The visual identity of the website was aligned with the client's existing branding.

Visual Language -

Nyaaya colours & fonts + Visual style to relate with the Target Audience

Spot the crime -

A lot of times ragging is overlooked as a college ritual blurring the lines of what ragging is. People find it difficult to distinguish between fun and ragging. Even victims casualize the acts of ragging. Hence it’s important to show prevalence of ragging in day to day college life and also help the user to spot and identify acts of Ragging.

Gamification | Adds curiosity | Fun way to learn | Replayability

Gamification -

The popups and badges are followed by a quiz to reiterate the insights learnt while playing. Badges motivate the users to find more and more scenarios thus exposing them to more anti-ragging information. While the quiz tests their knowledge and covers all the main topics.

Switch -

Another important aspect of Ragging is that a student’s role in a ragging scenario is very fluid from victim to bystander to the perpetrator. This role shift is challenging for creating an Anti-Ragging environment.

Interactive | Adds curiosity | Easy to understand intent | Storytelling

Storytelling -

It Shows 4 narratives that start with a similar story point but diverge into different endings depending on the decision taken by the victim.

Infographics -

Legal documents are very text heavy with words that are difficult to understand. There are long sentences with complex meanings. This part of the projects summarizes the essentials of the legal information into visually consumable information. Along with this it’s important that this information is provided in a flow that the reader can connect with along with supporting information which helps the reader legally, mentally and emotionally.

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The digital experience is supported by carousel social media posts as a part of the dissemination strategy.

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Tanvi Dhanecha

Branding | Packaging | Ui/Ux

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