About the Project

Project Duration - 9 Months - Microsoft Office 365, Adobe Creative Suite

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.

Video

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.

Research

Project research

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.

Honours Project Poster

Poster
Presentation Day Poster

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.

User Testing

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.

Interactive Project

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