current scenario, sex, Sex education

Purpose Plotting

We mapped all the websites, blogs, advertisements, games, campaigns, books and organisations we had looked at (see while
doing our secondary research against the goals, methods
and tools (GMTs) in the affinity map we made (see

The resultant graph showed us each initiative’s purpose – the goals each initiative is working towards, the methods each initiative is using and the tools each initiative is incorporating. A few initiatives have a very specific purview while others seem to try and cater to a variety of objectives. On the other hand, certain GMTs are extensively used while others are not.


Inferences from these tables:

  • In total there are 30 initiatives, 11 goals, 10 methods and 13 tools.
  • Promoting discussions, increasing acceptance and reducing embarrassment are the goals most of the initiatives (26, 21 and 20 respectively) are working towards.
  • Touch the Pickle and Menstrupedia are initiatives that are working towards the most number of goals simultaneously (10 each).
  • Empowering receivers and spreading awareness are the most used methods, by 27 and 23 initiatives respectively.
  • Initiatives that use the most number of methods (7) are Touch the Pickle and Tarshi.
  • Promoting facts over fiction (17 initiatives) and mobilising for action (13 intiatives) are the tools incorporated most extensively.
  • Contraception – The Game incorporates the most number of tools (6), while Touch the Pickle, Tarshi and Durex come very close with 6 each.
  • The least popular goal is reviving Indian culture (3 initiatives), the least used method is product demonstration (2 initiatives) and the least incorporated tool is exposing the ridiculous (3 initiatives).
  • Overall the number of tools being incorporated by an initiative is less (ranging from 3 to 17) than the goals being worked towards (3 to 26) and the methods being used (2 to 27) by an initiative.
  • Through dot density we see that advertisements work towards the most number of goals (57%) while websites/blogs work towards the least (35%).
  • Organisations use the most number of methods (53%) while campaigns use the least (23%).
  • Games incorporate the most number of tools (34%) while campaigns incorporate the least (23%).
  • All advertisements try to increase acceptance, while almost all of them try to change habits and break stereotypes.
  • All games, books, campaigns and organisations try to promote discussions. Almost all of the games try to bust myths. All books try to increase acceptance, all books and campaigns try to reduce embarrassment. All organisations try to ethicalise the issue and tackle taboos.
  • All books, organisations and almost all websites/blogs  channelise information. All advertisements, books, organisations and almost all games empower receivers. All games, books, campaigns and organisations spread awareness. All organisations talk about health aspects.
  • All advertisements, organisations almost all campaigns mobilise for action. All books add humour. All organisations amplify personal stories and show the effects of failure.