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thepepr.com · portfolio 2026

ESHWAR PINGILI

Product Builder · Hardware & Connected Devices

Diversion - Educational game

A board game that teaches reflection

Context
College
Year
2022
Institution
IDC School of Design, IIT Bombay
Diversion - Educational game

At a glance

The challenge
Make reflection, a concept from the school curriculum, fun and easy to grasp for children aged 5 to 15.
Who it’s for
School children aged 5–15.
What I did
Started as a 24-hour challenge: explored game types, boards and play styles, built a laser-and-mirror prototype, and tested it with children from a nearby school.
Outcome
A two-board game with rulebook and packaging, plus a clear list of improvements from testing: more interaction, a scoring system and refined mechanics.

Skills used

  • Game design
  • Rapid prototyping
  • User testing with children
  • Iteration
  • Packaging & graphics

Learning basic concepts is the most crucial part of any child’s learning. This project centers on game design for children ages 5 to 15, aiming to teach them the concept of reflection from their curriculum in a fun and accessible way. It began as a 24-hour challenge, where students from various schools were invited to play the game. Through user testing, we identified challenges and areas for improvement.

03 · Develop

Ideation

Since the topic and age group were already known, I started ideating on the type of game, different types of boards and play styles.

I went ahead with an idea called DIVERSION, which uses the first law of reflection (Angle of Incidence = Angle of Reflection) using two mirrors parallel to each other and a laser light. As the Aim of the game is “to find the position of the model on the given board”, the black board has a translucent side which lights up to indicate whether the laser is hitting the object.

fig 4.1 - Shows Laser and the board where mirrors are presented

04 · Deliver

Final Game and User Testing

I completed the game by making two boards, one to draw on and the other to hide the given coin. We called children from a school nearby to try the game out and observed their interaction with the game.

fig 4.2 - User testing with the target group
fig 4.3 - Boards made and used in the game

Points to be improved:

  • Increase interaction between players and create conflict.
  • Add a winning factor and create a point system or chances around it.
  • Change the visual part of the game.
  • Tweak the mechanics of the game.