For my Honours project, I chose to focus on spreading awareness of anxiety and depression among students for two compelling reasons. Firstly, the prevalence of mental health issues among students is a pressing concern, often exacerbated by stigma and a lack of open dialogue. By raising awareness, I aim to foster a supportive environment that encourages students to seek help when needed. Secondly, I opted for gamification as a dissemination strategy due to its effectiveness in engaging and educating audiences. Gamified experiences not only make learning about mental health more enjoyable but also allow for interactive, non-intrusive information delivery. The choice of a pixel art style adds an element of nostalgia and simplicity, making the content accessible and relatable to a wide range of individuals. This combination of awareness-raising and gamification, within the context of pixel art, represents a creative and impactful approach to addressing the mental health challenges faced by students.
This video gives you a peek into how my interactive project functions for both the website and the game. Dive in to see how I blend user interface design seamlessly. It's all about showcasing the smooth usability and eye-catching visuals that define my university journey.
The UI prototype offers a snapshot of user interactions, simplifying the complex navigation process. In the first image, distinct markers highlight the seamless pathways users follow, emphasising the ease of moving through the prototype. Meanwhile, the second image visually depicts the intricate web of user journeys, shedding light on the prototype's expansiveness and intuitive design.
The research journey into understanding anxiety and depression among students laid the groundwork for crafting effective solutions to tackle mental health issues. By exploring the extent and underlying factors contributing to these challenges, I gained valuable insights. Moreover, realising the potential of gamification in educational settings and awareness initiatives, I looked into integrating game elements to captivate students in a more engaging manner. In light of the profound impact of lockdown on students' well-being, with a noticeable surge in anxiety and depression, I was prompted to take action. Thus, I embarked on creating a serious game, harnessing the immersive power of gaming to address mental health concerns in a manner that resonates deeply with students. Given my own struggles with social anxiety, my motivation was to provide a platform for students to understand the experiences of others dealing with anxiety and depression. My comprehensive research approach aimed not only to raise awareness but also to inspire tangible steps towards support and healing for students navigating anxiety and depression.
Selecting the right colour scheme is crucial in conveying a specific message or evoking particular emotions. Colours have the power to influence moods and perceptions, making them a potent tool in design and communication. In the context of creating awareness about anxiety and depression among students, the chosen colour scheme of green, white, mid-dark grey, and dark grey proves to be a thoughtful and effective selection. Green is often associated with calmness, growth, and hope, providing a soothing backdrop. White symbolizes purity and clarity, offering a sense of openness and understanding. The mid-dark grey and dark grey elements introduce a level of sophistication and seriousness, resonating with the gravity of mental health concerns. This harmonious blend creates a visually appealing and emotionally resonant palette that not only attracts attention but also communicates empathy and support, fostering a conducive environment for addressing important mental health issues among students.
The presentation poster was an essential visual tool for showcasing the project during its university presentation. It had two main purposes: to grab the audience's attention and give a quick overview of the project's main points, and to help me explain the project's goals, methods, and results. The poster simplified complex information into easy-to-understand sections, helping people see the project's importance. It was a focal point for discussions, making it easier for the audience to understand the project, even in a short presentation time. Overall, the poster played a vital role in making the project presentation effective at the university.
Choosing the right logo for a serious subject like raising awareness on anxiety and depression among students is pivotal in effectively conveying the gravity of the message. The selected logo, featuring a light green side profile of a human face adorned with a red heart, is a thoughtful and impactful choice. The light green color symbolises tranquility, growth, and hope, aligning with the aspirations for mental well-being. The human face signifies relatability and empathy, fostering a connection with the audience, while the red heart serves as a poignant symbol for the importance of mental health. The combination of these elements conveys a message of compassion, understanding, and the significance of emotional well-being, making the logo a powerful visual representation of the campaign's objectives surrounding mental health awareness among students.
The information provided here comes from extensive user testing of the UI Prototypes for both the website and game components. This comprehensive data includes the feedback and insights from users who actively engaged with the prototypes. Through a carefully crafted survey aimed at evaluating website navigation and game functionality, users shared their experiences and rated the features they tested. Their input helped us understand user interactions, preferences, and experiences, providing a detailed understanding of the prototypes' strengths and areas for improvement. Users easily navigated through the prototype pages to access information on anxiety and depression, ensuring that the interface facilitated easy access to pertinent resources. Additionally, they navigated through the choice questions within the game, selecting the paths that led them to relevant pages for information. This detailed feedback, combined with iterative refinements, improved usability, engagement, and overall effectiveness of the designs. By integrating user feedback, the final products align with the goal of raising awareness about anxiety and depression among students. This ensures the development of interfaces that are visually appealing and meet the needs and expectations of the target audience.
In the game designed to raise awareness about anxiety and depression, the deliberate choice of pixel art as the primary asset style serves a dual purpose. Firstly, pixel art invokes a sense of nostalgia, tapping into the collective memories of classic video games, which can elicit a comforting and familiar feeling among users. This nostalgic aesthetic creates a subtle connection between the player and the game, fostering a sense of relatability and approachability. Secondly, the pixelated visuals contribute to a cozy and safe atmosphere, mitigating potential discomfort associated with the serious subject matter. The simplicity of pixel art allows users to engage with the game in a non-intimidating way, encouraging them to explore and absorb the message surrounding mental health awareness. By strategically using pixel art, the game effectively combines a touch of nostalgia with an inviting visual style, creating an environment that encourages users to open up about and understand the complexities of anxiety and depression.
The high-fidelity UI prototypes crafted for spreading awareness on anxiety and depression among students seamlessly integrate information dissemination and interactive engagement. The website prototypes feature a user-friendly interface with comprehensive sections on anxiety and depression, offering detailed insights, coping mechanisms, and resources. The high fidelity ensures clarity and easy navigation, fostering an environment for students to access vital information effortlessly. On the gaming front, the prototypes feature immersive and empathetic experiences. Users engage with interactive scenarios that simulate challenges related to mental health, encouraging empathy and understanding. These game prototypes not only provide a unique and engaging way to educate users about anxiety and depression but also serve as a bridge to open conversations. The combination of informative website prototypes and interactive game prototypes forms a holistic approach to raising awareness, catering to diverse learning preferences and promoting a deeper understanding of mental health challenges among students.
Introducing the interactive prototype for my Honours Project. Dive into its features, experience my vision firsthand. Your visit to my Honours Project page is greatly appreciated.
Interactive Prototype