Dingbo M. Branding Marketing Specialist & Product Designer ← All work
Case study Product · Brand · Education 2021 · Freelance

A Card Game for Sexuality Education

Product & Brand Design · I-Based (爱本源), Shanghai · 2021 · Freelance

Role
Product & Brand Designer (freelance)
Client
I-Based (爱本源) · Shanghai
Framework
UNESCO CSE guidance · five competencies
Outcome
150 cards across three age-scaled decks
01

Hook

In sexuality education the hard part is not the information. It is who has to speak first.

I-Based is a sexuality education startup founded by Mavis Chen, who had just finished her PhD in the field when we met at an entrepreneurial workshop in Shanghai. She asked me to design her brand; the work grew into the company's first product.

The result is a card game for children and parents. Every card carries a question — and because the card asks it, neither the child nor the adult has to be the one to bring the subject up. Built on UNESCO's international guidance, organised into five competencies, and scaled across three age bands so the same system can hold a six-year-old and a seventeen-year-old.

Positioning note

This is the project that shows judgement, not just craft. It is design applied to a socially sensitive problem, built with a domain expert, grounded in an internationally recognised framework. Lead with the design insight — an object that carries the burden of asking — and let the icons, colours and cards appear as the execution of it. Also be explicit that the educational content was authored by a PhD expert and that you designed the system around it. That division of labour makes you look more professional, not less.

02

Context

I-Based provides comprehensive sexuality education and teacher training in China. Its audience is broad: young people aged 3–25, parents of children aged 0–18, and educators across every school level.

The founder's problem was not a lack of knowledge — she had the expertise and the pedagogy. It was reach and format. Sexuality education in China is shaped by cultural and political sensitivity, and it mostly happens, if it happens at all, in a lesson delivered to a group. What almost never happens is the conversation at home, between a parent and a child, in ordinary language.

My role: I designed the brand identity (logo, business cards) and then the company's first product — the structure, taxonomy, visual system and card design of the game.

Needs your input
State clearly who wrote the questions. If Mavis authored the educational content and you designed the system, say so — expert-authored content is a credibility asset, and claiming it would be the one thing that could undermine this case study.
Tools — needs your input
Illustrator / Photoshop / InDesign — plus whether you prepared print-ready files and worked with a printer, which matters for a physical product.

Context note: this was my first project addressing a social issue and my first in education. I had no template for it, which meant every structural decision had to be argued from the pedagogy rather than borrowed from a format I already knew.

03

Problem

How do you design an object that makes a taboo conversation ordinary — for a six-year-old, a twelve-year-old and a seventeen-year-old, with a parent in the room?

Three constraints shaped everything:

Nobody wants to ask first.

A child who asks risks embarrassment; a parent who raises the subject has to choose a moment, a vocabulary and a level of detail with no guidance. The design had to remove the burden of initiation from both of them.

One product, three developmental stages.

What a six-year-old needs to learn about their body and what a seventeen-year-old needs to know about consent, boundaries and online risk are not the same subject at different volumes. But a startup cannot maintain three unrelated products.

It has to be able to sit on a family table.

In this cultural context, an object that looks clinical or explicit does not get bought, does not get opened, and does not get used. The visual register was a functional requirement, not a styling decision.

04

Define — turning a curriculum into a system

The educational foundation is UNESCO's International Technical Guidance on Sexuality Education (CSE). Working with Mavis, we distilled it into five competencies — the abilities the education is trying to build, rather than the topics it covers.

Competency
What it does
Why it matters
Discernment 辨别力
Identifying false information and manipulative situations
Prevents blind following — of an internet rumour or a manipulative partner
Decision-making 决策力
Choosing between paths and owning the outcome
Builds autonomy: the person becomes the author of their own story rather than a victim of circumstance
Protection 保护力
Recognising and stopping uncomfortable situations
Rooted in body sovereignty and consent — knowing you have the right to be safe, and having the skills to enforce it
Love 爱之力
Cooperation, care and connection with others
Sexuality and relationships are not only biological — they rest on connection, kindness and mutual respect
Self-control 自制力
Staying steady in charged moments
Knowledge is useless without the ability to act on it; self-control aligns action with long-term goals rather than short-term urges

Why competencies and not topics

A topic list (“bodies,” “puberty,” “relationships”) tells you what to talk about and stops there. A competency tells you what the child should be able to do afterwards — which means every card can be checked against a purpose, and the same five categories can hold completely different questions at every age.

The 3-Zone system

Three decks — ages 3–6, 7–12 and 13+ — each with 50 question cards, each spanning the same five competencies. The structure stays fixed; the depth scales. Protection at 3–6 asks who the safe adults in your life are; the same competency at 13+ asks what consent means in a friendship or a relationship. A family can move up a deck without learning a new system, and the 13+ deck works for adults too.

3–6
50 question cards · five competencies
7–12
50 question cards · five competencies
13+
50 question cards · works for adults too
05

Design decisions

Each decision paired with its reasoning — show the artefact next to the argument.

01

The unit of the product is a question, not an explanation.

Every card asks rather than tells. This is what makes the game work as a conversation device: the card takes on the social risk of raising the subject, and the players answer as themselves. It also means the parent is a participant rather than a teacher, which is the only role most parents can actually perform here.

02

Five competencies as the product's information architecture.

The taxonomy is the design. It gives the deck a spine, gives Mavis a rule for writing new cards, and gives players an implicit lesson before the first question is read — that this subject is made of five kinds of capability, not one awkward topic.

03

A distinct icon and colour for each competency.

Each competency has its own mark and its own colour, applied consistently across every deck. In play, this makes card types instantly distinguishable without reading; across the three age versions, it is what makes them recognisably one family. Colour is doing categorical work here, not decorative work.

Needs your input
One sentence on why each icon is what it is — the magnifier for discernment reads immediately, but the reasoning behind the others is the interesting part. Also: what colour logic did you apply, and did you check the set for colourblind distinguishability?
04

An illustration register a family will actually open.

Simple, warm character illustration rather than anatomical or photographic imagery — so the object reads as a game on a table, not as a clinical product.

Verify and expand
This is my reading of your card designs. State your own reasoning for the illustration style, and what you deliberately chose not to depict.
05

The expert is designed into the game, not assumed away.

The game is intended to be played with a sexuality education expert present — certified through I-Based's own training programs — to unpack the harder concepts. Rather than treating that as a limitation, it connects the product to the company's teacher-training business: the deck creates demand for the trained educator, and the educator makes the deck work.

06

A logo built on a growing metaphor.

A flower growing in a pot — a child growing, flourishing, full of vitality — carrying both the Chinese name 爱本源 and the English name I-based in one mark. It says what the company is for without naming the subject directly, which is exactly what a brand in this category needs to do on a business card, a school letterhead or a parent's WeChat feed.

06

Solution

The product: three decks of 50 question cards for ages 3–6, 7–12 and 13+, structured around five competencies, each with its own icon and colour, grounded in UNESCO's CSE framework and authored with a PhD sexuality educator. Plus the brand identity the company launched with.

How it works: the card asks; the family answers; the trained educator explains what the family cannot. The difficulty of the subject is absorbed by the object rather than left with the people in the room.

My contribution, stated plainly: I turned an international education framework into a physical system a family can play — a taxonomy, a visual language, and an age-scaling structure that lets one product hold a six-year-old and an adult without changing shape.

07

Impact

The company's first product
Alongside the brand identity it launched with.
150 question cards across three age-scaled decks
Every card mapped to one of five competencies derived from UNESCO's CSE guidance.
A system the client can extend
The competency-plus-age-band structure means new cards can be written and slotted in without redesigning the product.
Needs your input
This section needs at least one real outcome. Any of these: whether the decks were printed and how many; whether they are used in schools, workshops or training programs; sales or distribution; anything a parent, child or educator said after playing; how I-Based has grown since (you mention the founder now has a large social following — if the brand you designed is still in use, that is a real result worth stating precisely).
08

Reflection

What the project taught me

That when a subject is hard to talk about, the most useful thing a designer can build is not better information — it is a socially acceptable reason to start. The cards work because they take the risk of asking away from the people who cannot afford to take it.

What I learned from working with an expert

I had never worked on a social issue or in education before, and I did not have the domain knowledge to lead the content. Working with Mavis taught me where a designer's authority ends and a specialist's begins — and that the collaboration is stronger when that line is explicit. My job was to make her expertise usable, not to substitute for it.

A personal note

Needs your input
You wrote that working on this project educated you about a subject you were never taught as a child. If you're comfortable saying so publicly, one honest sentence about that is the most human thing in your entire portfolio. If you're not, leave it out entirely; it should be your choice, not a portfolio requirement.

Where it leads

This is the same concern that runs through my other work: designing the conditions in which people can trust something — a system, an institution, or each other. Here it was a deck of cards on a kitchen table.

Appendix

Working material

Reference blocks and production notes. Turn the appendix off before publishing.

Quick-reference blocks

Project card blurb — 45 words

Brand identity and a conversation-based card game for a sexuality education startup in China. UNESCO's curriculum framework translated into five competencies, three age-scaled decks and 150 question cards — designed so a family can start a difficult conversation without anyone having to raise it.

One-line summary — 20 words

The deck asks the question, so the child and the parent don't have to. Three ages, five competencies.

Role line

Product & Brand Designer (freelance) · 2021 · I-Based (爱本源), Shanghai

Scope line

Brand identity & business cards · Card game system design · Competency taxonomy & icon set · Colour system · Card layout and illustration direction · Three age-scaled decks, 50 cards each

Visual asset checklist

Section
What to show
Hook
A hand holding a single card, or the three decks together — one image, warm, unclinical
Context
The brand mark, large; then the business cards
Define
The five competencies as a clean graphic: icon, name (EN/中文), one-line purpose
Define
The 3-Zone diagram, redrawn — your concentric circles are good, keep them
Decision 3
The icon set as a grid, with the colour system shown as swatches
Decision 3
The same competency shown at all three ages, side by side — this single comparison proves the scaling logic better than any description
Decision 4
Card front and back, at real size
Solution
A spread of cards laid out as they'd appear mid-game
Impact
Any photograph of the product printed, held, or in use — this outranks everything else on the page

Still missing — fill these and the case study is complete

  1. Who wrote the content. State it plainly. It protects the case study and it costs you nothing.
  2. Whether the decks were produced. Printed, sold, used in workshops — or concept only. Either answer is fine; the ambiguity is not.
  3. Your icon and colour reasoning. One line each. This is the part reviewers will look at longest.
  4. The illustration decision. What you chose to show, and what you deliberately did not.
  5. One real outcome. A number, a photograph, or one sentence from someone who played it.
Dingbo M.
Branding Marketing Specialist & Product Designer · I-Based (爱本源), 2021