The Goa Project 2018

The Goa Project 2018

Rachika Komal


Play to become a better decision-maker

Submitted Sep 20, 2018

The talk (more like a workshop) is designed to be highly interactive and engaging in nature. In the workshop every member in the audience will be offered to play 2-3 games. These games are designed to identify implicit biases that individuals are normally influenced by, when taking decisions. These games are short in duration but richer in the insights every member will get from the facilitators.

After the results and the manner of bias detection are revealed to the audience, every member will become aware of certain biases they are affected with. The facilitators, in interacting with the audience members, will also highlight how these biases manifest in daily lives. The facilitators will highlight on the relevancy of these biases in different areas in their workplace (Innovation, Change Management, Leadership, Risk-taking and so on).

The facilitators will also provide certain techniques to be adopted for behavioral change. The audience will take away specific behavioral tools which they can use in their daily lives. Although, the most primary insight they will carry is that people’s behavior is highly influenced by our respective biases and irrationalities, which generally govern us.


  1. Pre-interaction (5 minutes)
    This section of the workshop will be to familiarize the audience with the theme, perhaps using

    Open-ended questions, or
    providing them with a scenario using a comic script made by the company.

This section, however, will have little to do with biases.

  1. Interaction (25 minutes)
    This section includes games for the audience designed to identify behavioral biases.
    Each offline game or interaction is designed in a way that eventually goes back to the main theme.
    Participants will have the option to choose the game they wish to play.
    The games will be designed in a way that will need minimal instructions.
    The results of the game interaction will be provided to the participants. However, their interpretations will be withheld.

  2. Post-interaction (10 minutes)
    In this section, participants will understand the link between biases and the overall theme.
    Post the games, groups of participants will be brought together for the interactive and collaborative story telling section.
    Within this story-telling section, the interpretation of the results of the game will be revealed. Further, here the debiasing behavioral tools will be provided to the participants.

  3. Further Discussions (5 minutes)
    Last few minutes of the workshop will be used for any further discussions the audience would want to have with us.
    We will handout takeaways in the form of flashcards to the participants, depending on the interest and curiosity levels.
    The participants will also be provided the details on where they could access the digital games of the company.


Participants need to “bring their attention” to the session.

Speaker bio

Ramprasad Srinivasan, the co-founder of Collective Mind of N Lab Private Limited, has over 17 years’ experience focused on advising, developing and implementing technology solutions. Some of his main skills include Project Management, Consultancy, Technical Pre-Sales and Delivery Management.

Rachika Komal is a researcher with Collective Mind of N Lab Private Limited. Her inquisitiveness and knack for understanding human behavior is the driving force for most of what she does. She specializes in implicit bias detection using engaging interactions. With a triple majors’ degree focused on psychology, sociology and economics from Christ University, Bangalore she has the right mix of knowledge and experience to facilitate the session.




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