Speaking at Creative Commons Global Summit 2019
Credit: Subhashish Panigrahi

Speaker at All Things Open – 2019, Raleigh
Topic: Turn Up the Fun ––Gamifying Education
Abstract: Through games, students get to live the narrative as one of their own. The immersion helps the students to retain the knowledge for a much longer time compared to conventional methods. Using the power of basic game design methodologies, powered by CC licenses, educators could come up with activities that students would crave to be a part of. The session would touch upon the following points:

  • Setting up the game premises
  • Introducing the characters
  • Deciding on the mechanics and gameplay
  • Balancing the actions
  • Double check for the retention of motives
  • D&I testing
  • Accessibility and share-ability testing
  • Choosing the right license

The session would be undoubtedly highly resourceful for innovative educators and will empower them to make their artefacts reach a very wide audience, game designers could learn how to use CC licences and put up a better community for play-test, feedback and resource generation for their own games.


Project participation at eLife Innovation Sprint – 2019, Cambridge UK
Project: Open Science Game
Role: Game Concept Designer
Summary: Participants from various walks of life(science researchers, developers, Ph.D. scholars, designers) were selected to be a part of an innovation sprint held at Cambridge,UK, hosted by eLife. I had also received a scholarship to participate and attend the event.

The objective of our project––Open Science game––was to prepare a new Ph.D. candidate to the various hurdles that they might face in the process of disseminating their findings and research works under open access.


Workshop 1: Creative Commons Global Summit 2019, Lisbon
Topic: Usability testing for Open Design Toolkit
Abstract: Open Design toolkit – The design team for almost every product/service, at some point in time, struggles with getting the right audience for conducting their research and user-testing on. But the challenge doesn’t end there. It again boils downs to the willingness in participation shown by the selected bunch of recruited participants that determines the quality of the data & information, on which the companies bid their highest stakes for bettering their product. The process is expensive and requires a huge investment of time and resources as well, and yet the chances of getting hands on the right data stand very slim.

The Open Design Toolkit is a set of methodologies designed by putting together various learnings from within red hat while dealing with both upstream and downstream stakeholders/communities. The proposal talks about ways in which it could help a designer to make the best out of a community by suggesting certain immersion point in the design process and certain documentation standards that could make the collected data helpful for a wider audience and can help others leverage the outcome of activities conducted by another team(if the target audience and problem statements lie on the same plane). This could eventually lead to the formation of an open design network that acts as a support system for one another, and bringing diverse viewpoints to the table that one team alone can never achieve, or become a tool ready to be leveraged by various existing community of practices


Workshop 2 at Creative Commons Global Summit 2019, Lisbon
Topic: Gamifying Education
Summary: Educators interested in OER were given an opportunity to pick a subject of their choice and come-up with a gameplay for the same, making use of the methodology shared(link added). The methodology also included various check points to ensure the final game could be easily released under open license.


Speaker at Open Source Summit Europe – 2018, Edinburgh
Topic: Proposal for Open Design Toolkit
Abstract: Open Design toolkit – The design team for almost every product/service, at some point in time, struggles with getting the right audience for conducting their research and user-testing on. But the challenge doesn’t end there. It again boils downs to the willingness in participation shown by the selected bunch of recruited participants that determines the quality of the data & information, on which the companies bid their highest stakes for bettering their product. The process is expensive and requires a huge investment of time and resources as well, and yet the chances of getting hands on the right data stand very slim.

The Open Design Toolkit is a set of methodologies designed by putting together various learnings from within red hat while dealing with both upstream and downstream stakeholders/communities. The proposal talks about ways in which it could help a designer to make the best out of a community by suggesting certain immersion point in the design process and certain documentation standards that could make the collected data helpful for a wider audience and can help others leverage the outcome of activities conducted by another team(if the target audience and problem statements lie on the same plane). This could eventually lead to the formation of an open design network that acts as a support system for one another, and bringing diverse viewpoints to the table that one team alone can never achieve, or become a tool ready to be leveraged by various existing community of practices


Speaker at DevConf India 2018
Topic: For the users, by the users
Abstract: In case of open source products, the ‘usability’ gets defined by itself. While others struggle to find and interview genuine users of their products, there’s a huge pool of stakeholders we know as ‘community’, who are also the actual users of the tools/products, always available to share their valuable inputs and talk about their individual perspectives at their own will.
What a team of UX researchers and usability testers could probably miss addressing sitting in isolation in a glass room, can hardly go unseen when there’s a huge community involvement. All we need to do as experience designers are shift our focus, from crafting to listening, because everything is already being talked about.


Speaker at Creative Commons Global Summit 2018 – Toronto
Topic: For the users, by the users
Summary: The session resonates with the 2nd goal of the summit, which says “Leverage the power of the CC Network through inclusive and diverse participation: shared objectives, collaboration, and communication.” The talk revolves around how the practice of crafting the user experience changes drastically when a community is involved. What a team of UX researchers and usability testers could probably miss to address sitting in isolation in a glass room, can hardly go unseen by a community.


Speaker at OER 2016 – Edinburgh
Topic: GameEd Archive
Abstract: The “GameEd Archive” is a proposed initiative in ideation, that aims at solving the aforementioned problems. The existing game information resources have a vast user base and the same could be tapped to get the additional information required about the games leading to right categorization. If a student in some part of the world wishes to learn more about a topic, e.g. continental drift, with the help of right filters and keywords they could get access to all the free games about the desired topic and can engage in a playful interaction and conversation with their fellow students.

The best part is, existing resources like boardgamegeek.com could be used as a source for extracting these informations, without having to cultivate a community from scratch, that is willing and happy to share information about games. With the increase in the number of startups around the idea of ‘Learning through Play’, the viability of the cause vouches for itself. More and more parents and school organisations are making a move towards introducing ‘Play’ in education. But not every kid can afford the luxury to access such education system. Game-ed aims to bridge this gap and make the idea of ‘Learning through Play’ affordable for all. 

However, the concept could be self-challenging in term of giving the kids the freedom to take moral decisions, that they might not be prepared for, and hence the absence of mentorship can be a possible challenge for the development of one’s conscience. These, and many other issues could be tackled if a right approach is adopted to implement the idea.


Speaker at Fuel Gilt 2015 – Chennai, India
Topic: Of Marios’ and Mushrooms –  Localization in the gaming industry


Get in touch to know more about the topics!