Saga
SAGA is a period care service that also provides companionship through a community.
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Role & Responsibilities
Visual design
UI design
UI guide & branding
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Type
Visual Design
Illustration​
Team
Kanika (Me)
Yawen Yao​
Duration
2 months​
INITIAL RESEARCH
What we know









USER INTERVIEWS AND INSIGHTS
What we found
We interviewed three different categories of personas which were an independent working woman, a boyfriend or husband, and single parents to determine the challenges and motivations involved with the menstruation cycle faced by them or their loved ones.
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Key Insights
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Need of
COMPANIONSHIP
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Encouraging menstruating women and men to be their own companions through SAGA.
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1.
2.
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Need of
RELAXATION
Stress could bring complications during periods.
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3.
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Need of
PREPAREDNESS
The first-time menstruation experience can be altered depending on the level of preparedness and introduction to menstruation.
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Experience Mapping
The experience map of the users depicts the involvement of different personas in the journey of menstruation. This experience map shows how a woman and her loved ones come across various emotions, feeling, and mechanisms to overcome the challenges and frustrations.
Defining and envisioning the product experience
Period Care package service
A community encouraging support for every woman during their periods.
Introducing sensory experience
Encouraging self care and awareness towards body.
Change of perspective
Realizing the value of menstruation and embracing womanhood.


Mobile App Walkthrough
Profile creation for multiple users. to suggest recommendations and information according to the user type.




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Sharing the products among the Saga community and social media.
Providing feedback for products which makes it easier for users to buy and recommend.


Creating and defining emotional states during periods based on colors from Plutchik's wheel of emotion.
Sensory Experience

Initial state
Optimism
Contempt
Remorse
Energy
To analyze the feelings user needs to touch and hold for few seconds.
Based on the results from sensing, the app will share some suggestions to watch, read or listen.

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Website & Game Design
Web-Based Design
A game was designed to create awareness about woman's body during menstruation and to foster community engagement through this game.

Three categories of cards were designed to play the game.
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Identity cards
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Path cards, and
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Action cards.
Identity cards to define the role of Obstructor or Protector.
Path cards to turn the cards based on the role and their motive.
Action cards to make game more interesting while educating.
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TYPOGRAPHY, UI KIT & BRANDING
Design system
Creating a sensory experience to acknowledge the feelings and help in overcoming those.








Takeaways
Visual Design- While creating the sensory experience I learned about the relationship between colors and emotion. I developed a deeper understanding of visual design specifically about forms, fonts, and hierarchy. I also got hands-on experience with micro-interactions for the sensory experience and learned to draw illustrations in procreate.
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Presenting and pitching- I learned to synthesize a story about the product and to pitch the idea in a very short span of time. Learned storytelling and engaging the audience by keeping their interest and my purpose intact.
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Inclusive Design- During my research, I was also informed about menstruation in men. While I am continuing to design for women's needs in menstruation I also want to focus on menstruation in men. I realized that while I am trying to tackle a taboo topic through my design, it still needs to be inclusive enough to accommodate the other genders of the community.
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