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British Pregnancy Advisory Services

5 minute read
Services delivered:
Published on
March 6, 2024

Educating Young People on STIs with BPAS through "What's My STI?" Board Game

Commercial challenge

In collaboration with BPAS (British Pregnancy Advisory Service), we embarked on a mission to educate young people about the signs and symptoms of sexually transmitted infections (STIs). Our objective was to create an educational tool that was not only informative but also engaging and fun for a younger audience. The result was "What's My STI?" – a bingo-like board game designed to be simple, relatable, and highly interactive.

Human approach

Understanding the need for simplicity and engagement, we conceptualized a bingo-like game where participants could learn and retain information through play. The game mechanics were straightforward, allowing young people to play in groups, which encouraged interaction and discussion.

Key design elements included:

  • Interactive Play: The game was structured to be played in groups, fostering a collaborative learning environment.
  • Relatable Content: We used language and scenarios that resonated with young people, making the information more accessible and relevant.
  • Engaging Format: Bright colors, appealing graphics, and a game-based format ensured that the learning process was enjoyable.


The feedback from both facilitators and young people was overwhelmingly positive. Youth workers reported high levels of engagement and enthusiasm among participants. Young people were not only playing the game but were actively discussing the information they learned, indicating a deeper understanding and retention of the STI-related content.

Due to the success of the initial rollout, we received numerous requests for additional copies of the game. This demand led to a second run of prints, further extending the reach and impact of the project.

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Key results delivered

Enhanced Learning: Young people gained a better understanding of STIs, their signs, and symptoms in an enjoyable manner
Increased Engagement: The game format kept young people engaged and interested in the topic, which can often be considered taboo or uncomfortable to discuss
Expanded Reach: Due to high demand, the game was reprinted and distributed more widely, amplifying its impact

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