Amplify

Interactive Public Engagement Activity for Children

Problem

The Psychosis Research Group was nominated by the university to design a public engagement activity to explain the science of psychosis to 8–12-year-olds. But as psychosis is a sensitive and often misunderstood topic, we needed to find a way to explain it without causing confusion or distress.

Goal

To create a safe, engaging, and age-appropriate experience that helps children understand how the brain interprets the world, including how perception can sometimes be surprising or different.

Solution

We developed Guppy’s Brain Fayre Story Game; an interactive digital story animation that uses illusions and playful dialogue to help kids explore how the brain interprets reality. It introduces the science behind perception in a gentle, imaginative, and trauma-informed way.

Company

Psychosis Research Group at University of Glasgow

Role(s)

UX Designer/ Illustrator

Team

  • UX Designer/ Illustrator

  • 2 Research Assistants (Mental Health & Wellbeing)

  • Professor of Clinical Psychology

  • Professor of Psychological Therapy

Methods

  • Trauma-informed design thinking

  • Co-design and lived experience feedback

  • User-centred design for children

  • Prototyping and iteration

  • Storytelling as an educational tool

  • Live public presentation and facilitation

Deliverables

  • Illusion research

  • Co-design feedback summary

  • Storyboard and user flow

  • Narrative script and voiceover dialogue

  • Animations

  • Prototypes

  • Interactive website

  • Activity concept plan and presentation materials

  • Risk assessment documentation

Tools

  • Notion

  • Figjam

  • Figma

  • Adobe Photoshop and Illustrator

  • Audacity

  • Canva

  • Framer

Timeline

20 days

UX/ UI Design

Inclusive Design

Mental Health Education

View website

  1. Problem Statement

This project was created in collaboration with the Psychosis Research Group at the University of Glasgow. The team was nominated to design a public engagement activity to explain the science of psychosis to children aged 8–12. Given the sensitivity of the topic, the challenge was to communicate how the brain interprets reality in a way that is safe, engaging, and trauma-informed.


Through research and feedback, we decided to focus the learning on perceptional differences, exploring how brains make sense of the world in unique ways. The key takeaway message of the display is that people can see and hear things differently, and that it's important to be kind and curious rather than judgmental.


Who is experiencing the problem?
Children aged 8–12 (and their families/educators) unfamiliar with how perception can vary between people.


What is the problem?
There are few engaging or age-appropriate resources to help explain complex brain experiences, such as hallucinations, in a way that’s accessible and not frightening.


Why does it matter?
Misunderstanding these experiences can lead to fear, stigma, or alienation. Empathy and education at an early age can help shift perceptions and support mental health literacy.

Solution

As a solution, we created a narrative-led digital experience where users follow the main characters Guppy and Professor Kit McGumloch through a playful park experience into a magical "Brain Fayre". Along the way, they encounter well-known optical and auditory illusions that demonstrate how all brains sometimes make surprising guesses.

  1. Process

2.1 Research

Methods used:

  • Lived experience feedback

  • Informal user testing (children aged 8–12)

  • Heuristic review of existing illusions

  • Trauma-informed UX principles

Key insights:

  • Children are naturally curious and enjoy puzzles and illusions

  • Framing perception as “brain guessing” reduces fear and increases engagement

  • Clinical terms should be avoided; metaphors and humour work better

  • Interactive play increases understanding and memory retention

Methods used:

  • Lived experience feedback

  • Informal user testing (children aged 8–12)

  • Heuristic review of existing illusions

  • Trauma-informed UX principles

Key insights:

  • Children are naturally curious and enjoy puzzles and illusions

  • Framing perception as “brain guessing” reduces fear and increases engagement

  • Clinical terms should be avoided; metaphors and humour work better

  • Interactive play increases understanding and memory retention

2.2 Ideation

We brainstormed metaphorical concepts that allow children to explore perception without diagnosing or pathologising. We landed on a whimsical park and “Brain Fayre” as the core metaphor — a safe, fun, exploratory space.

We then mapped out a character-led journey using known illusions (like Yanny/Laurel, Müller-Lyer, etc.) to demonstrate how brains make guesses.

Example concept visuals:
(Insert sketches of Guppy walking into the Brain Fayre or storyboard panels)


After the 2 training sessions, we had 3 development sessions where we brainstormed ideas;


  • Sound illusions

  • Dress up > VR experience; too scary

  • Animation/ Storytelling

2.3 Design

We created a story-driven interactive prototype using Figma, later built as a website in Framer. Each illusion scene was paired with:

  • Simple interaction (e.g. choose what you hear/see)

  • Dialogue between Guppy and Professor Kit

  • A safe, scientifically accurate explanation at a child’s reading level

Key design decisions:

  • Used friendly characters and illustrated scenes to reduce intimidation

  • Prioritised curiosity over instruction

  • Carefully worded all feedback to validate differences in perception

2.4 Testing

What we tested:

  • Understanding of illusions and story flow

  • Emotional response and comfort level

  • Navigation and pacing

With whom:
Informal testing with 4 children aged 8–12
Feedback from 1 person with lived experience of psychosis
Input from researchers and facilitators

Findings & Iterations:

  • Simplified scientific explanations further

  • Refined character dialogue to be more playful

  • Adjusted pacing to keep attention across the full walk-through


  • Testing with science centre staff and family members.


Changes: ensure that animations stayed at least 3 seconds before changing, but needed to ensure to keep attention as children's attention is short; originally watch animation and answer on quiz sheet, changed to interact with animation by selecting buttons


Too many illusions, reduce the amount to keep attention and not become repetitive

View detailed case study

  1. Solution

Final Design Overview

An interactive website featuring:

  • A guided walk through a magical park

  • Illusion-based mini-games

  • Voiceover-ready dialogue and sound effects

  • A reflection space at the end ("The Reflection Tree")

Key Features:

  • Child-friendly explanations of perception

  • Audio and visual illusions like Yanny/Laurel, Ebbinghaus, Spinning Dancer

  • Physical illusion activity kit for events

  • Safe, non-clinical narrative framing

  • Message of empathy and curiosity at the core

Before/After Comparison:
(Optional visual: e.g., early script idea vs. final storyboard)

  1. Results and Impact

My main focus was to bring the story to life via animation

Idea to have pixelated animation but made main characters not pixelated to stand out and be distint from rest of animation

Metrics

100% completion rate in informal testing

  • Ready for public launch at science centre event

  • Positive pre-launch feedback from parents, academics, and lived experience contributor

Qualitative feedback:

“It really helped me understand that other people might see or hear things differently—and that’s okay.”
— Child participant, age 11

“This is the best explanation of psychosis I’ve ever seen for this age group.”
— Academic advisor (psychosis research)

What worked well

  • Framing science through interactive story

  • Collaborating early with people who have lived experience

  • Building for empathy instead of diagnosis

What I’d do differently next time:

  • Present in touchscreen format to match similar experience as rest of exhibits

  • Plan for a more formal user testing phase with observation and feedback capture

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© 2025 Kara Keddie

© 2025 Kara Keddie

© 2025 Kara Keddie