ticue
ticue
Eticue: Gamification System for Employee Onboarding
Sarah Anil | Niyati Bhangare | Anwesha Patnaik
Mentors: Prof. Kshitija Katare | Dr. Arundhati Thakurta
My Role: Brand Identity, Game Design, UX Strategy, Interactive Experience Design, Research
Duration: 2.5 Months
Software Used: Figma, Adobe Suite, Canva

Research revealed that 85% of employees are disengaged. Miscommunication costs businesses up to $37 billion annually, harming collaboration and team bonding.

Post-pandemic work has led to high employee isolation and disengagement harming collaboration, increases miscommunication costs, and impedes interpersonal skill development in new employees.
Domain:
Behavioral Design
Organizational Design
HR-Tech
Gamification
Target Audience:
Interns
New Employees
Organizations
Design Focus:
Interactive Experience Design
Gamification
Service Design
Behavioral Design
Gen Z
Perception of workspaces
Work ethic
Millennials
Gen X
Interaction
Communi-
cation
Boundaries
Corporate
Govern-
ment
Startups
appreciate its stability
only task-focused
trips and outing
initiate small talk
direct communication
instant messaging
maintain healthy work-life balance
extremely stringent
extend for collaboration
diverse range of medium
newcomer mentorship
view as formal and rigid
disconnected from clerical work
training from seniors
long-term financial stability
enjoy informal workspaces
like fast-paced nature
Collaboration but clear boundaries
Generational Differences
Our primary research involved a series of interviews with employees.
Gen Z employees showed a preference for task-focused interaction and instant messaging, while valuing extremely stringent work boundaries.
Problem Statement
Gen Z (ages 22-27) hybrid workers often lack awareness of office etiquettes, which increases feelings of disengagement with their coworkers.
In contrast, older generations were more inclined toward small talk, diverse communication mediums, and were more open to social events.














We focused on creating a system with three distinct games and a personal kit. Each game was designed to address specific communication and social integration challenges.
Along with working on research and branding my primary contribution was designing one of the three core games, “Manner Match”, developing its specific mechanics and rules to ensure a cohesive and engaging user experience.
Offsie reinforces online meeting etiquette. Players match etiquette cards to tickets for sticker rewards, guided by an HR leader.
Tower Tussle combines dice rolls with physical blocks and interactive quotes or challenges that participants must solve.
Manner Match is a team-building game where teams face role-based “Scenario Cards.” Points are awarded for creative and practical responses.
Personal kit includes a mug, sticky notes with nudges, a habit tracker, and a plant seed pen.






The project validated that gamified experiences effectively break down social barriers and instill positive workplace communication habits. I learned the importance of clear communication and a shared vision to ensure conceptual cohesion.