INTERACTIVE MIND MEDICINE FOR KIDS
PROJECT OVERVIEW
This future-focused learning object was developed as part of a postgraduate assignment on emerging educational technologies. Using Adobe Aero and child-centred design principles, I created a playful, research-backed prototype that helps children explore emotional well-being and brain function through interactive animal characters and gamified activities.
The project merges instructional design, digital media, and augmented reality to demonstrate how abstract mental health concepts can be made accessible and engaging for young learners.
THE CHALLENGE
How can we make abstract neuroscience and well-being topics accessible, memorable, and emotionally safe for young learners?
The solution needed to balance engagement, developmental appropriateness, and research-driven design — while exploring future-focused technology.
"Introducing mental health education at an early age acts as a preventive measure against potential mental health issues." (Weare & Nind, 2011).
MY ROLE
The Tools: Adobe Aero, Illustrator, Photoshop, inDesign, AfterEffects to compile prototype object and gaming experience.
Skills: AR design, UI/UX, learning design, research synthesis, storytelling and scripting.
www.mindfulschools.org
DESIGN APPROACH
Adobe Aero was strategically chosen to create an immersive AR experience where children can interact with animal-based brain metaphors, making complex concepts approachable and memorable.
AR increases spatial understanding, the brain and body are no longer abstract.
→ Learning Design Rationale
“Design was grounded in constructivist theory and socio-emotional learning literature to support safe, contextualised learning.”
→ Children could use a tablet or phone to trigger scenes where animals appear in the classroom or home environment.
→ Tapped, moved, and explored characters to unlock stories or regulate breathing exercises.
→ Created simple, browser-based games where students “sort thoughts,” “feed focus,” and “calm their brain pet”.
→ Emphasised autonomy, safe exploration, and constructive feedback.
→ Designed key AR scenes in Aero and demonstrated interaction in a guided walkthrough of object.
→ Presented the project in a pitch format, with annotated design reflections tied to academic literature.
→ Educator feedback focused on clarity, creativity, and educational value.
Adobe Aero platform – Simulation of Brain Game video
"From a pedagogical perspective, I like how much scope an object like this has for student learning. I imagine a potential library of different environments for learners to explore individually, as well as in pairs/teams, and follow-up activities for them to reflect or engage with.
Do keep exploring AR, it's still a very new field and lots of opportunities to be an educational leader in this technology.
Great work on this assignment!"
Lecturer: John Vulic
→ This project taught me how to integrate emerging technologies into learning experiences meaningfully, especially when designing for sensitive topics. It refined my skills in research-driven storytelling, multimodal design, and ethical experience crafting — skills I wish to continue using in my learning and digital design work.
DIGITAL CHECKLIST TO SUPPORT STUDENTS
THE PROBLEM
Students often find it challenging to manage multiple responsibilities during internships. With varying deadlines and tasks each week, it can be easy to feel overwhelmed and miss important submissions. A simple digital solution is needed.
THE BRIEF
Create a user-friendly digital checklist designed within LMS (Canvas), offering clear weekly deliverables, visual task tracking, and direct links to essential resources. Use HP5 if possible.
KEY FEATURES TO INCLUDE
1. Extract all relevant tasks from the manual
To bring the concept to life, I explored both H5P and Canvas tools, testing checklist functionalities in a dedicated Canvas sandpit. This hands-on exploration helped determine which platform offered the best balance of usability and functionality.
3. Final object uses Canvas Quiz integrated with HTML5
→ The main challenge was finding a perfect solution within the existing tools’ limitations.
→ No solution achieved 100% alignment with the desired outcomes.
→ However, the Canvas quiz model was selected for its clarity and simplicity, balancing cognitive load and usability.
Lecturers: John Vulic and Clair Seldon @UTS Sydney
MAKING DESIGN MAKE SENSE
THE GOAL
Design principles like contrast, hierarchy, and alignment can be hard to grasp through static images or text.
Animation allowed me to show how these principles work, rather than just describe them.
This project set out to bridge that gap by demystifying design principles for non-designers. The aim: to create a resource that not only explains six essential design principles, but also shows them in action—through movement, storytelling, and accessibility-first design.
Final Static Storyboard frames before animating in After Effects
THE PROCESS
infographic animation
KEY FEATURES
WHY ANIMATED VISUALS
Movement helps make abstract ideas easier to understand.
◦ Scaffolded Learning Structure
Each principle builds on the last, guiding the viewer through in a clear, structured way.
◦ Culturally Inclusive Design
Visuals were designed with (UDL) in mind, to avoid cultural bias and work for a broad range of learners.
◦ Accessibility at the Core