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Adapt

Building an adolescent student’s relationship with stress & anxiety via an electronic board game kit to facilitate interoceptive development.

Year

2022

Domain

Academic

Capacity

Solo Project

01  PROBLEM

Pairing cognitive problem solving activities with grounding techniques as a mental health educational tool.

02  IDEATION & EXPERIMENTATION

A social game within the school space that relies on collaboration to finish tasks.

03 USABILITY

04  OUTCOME

This outcome is an example of how to build a functional tool on the research explored in the scope of this project but the manifestation and range of this project is still in development and rapidly changing.

Visit this page again for an update soon!

04  COMPONENTS

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Adapt

Building an adolescent student’s relationship with stress & anxiety via an electronic board game kit to facilitate interoceptive development.

Year

2022

Domain

Academic

Capacity

Solo Project

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