MindMatterz

Develop a new brand targeting young people ages 13-16, inclusive of all diverse backgrounds. The brand should motivate them to engage with real-world issues on regional, national and global scales, inspiring them to make a difference.

Services

Services

UI/UX Design

Service Design

Research & Prototyping

UI/UX Design

Service Design

Research &

Prototyping

Catagories

Catagories

Mobile App

Mobile App

Client

Client

Industry Brief from Frog, Cap Gemini

Industry Brief

Frog, Cap

Gemini

Context

Context

Teens often face social and emotional challenges without the tools or spaces to explore and process them. Traditional education doesn’t always provide relatable or engaging ways to talk about relationships, mental wellness, or decision-making.

Mind Matterz was created to fill that gap—offering a safe, creative, and interactive platform for self-reflection and growth.

Problem Statement

Problem Statement

How might we empower teens to navigate real-life emotional and social challenges through a fun, gamified experience that feels personal, relatable, and engaging—without feeling like school?

Solution

Solution

Mind Matterz is a physical card game paired with a mobile app, designed around three core themes: Friendship, Family, and Finance. Each card presents a real-life scenario and links to interactive content via QR code.

The app enriches each scenario with:
Quizzes
Guided decision-making
Daily reflections and articles
A points-based reward system with leaderboards

This hybrid approach offers personalised learning through play, blending real-world context with digital engagement.

Research

Research

Primary Research:

-Observed how teens engage with learning via mobile games and social content
-Conducted informal interviews with young people to understand how they express emotions and navigate relationships
Key insight: Teens feel unheard—they want resources that feel authentic, not academic

Secondary Research:

-Studied behaviour change frameworks, gamification in learning, and platforms like Duolingo and Headspace
Looked into how interactive design can enhance learning outcomes for Gen Z
-Referenced behavioural design for habit-building and positive reinforcement

Primary Research:

-Observed how teens engage with learning via mobile games and social content
-Conducted informal interviews with young people to understand how they express emotions and navigate relationships
Key insight: Teens feel unheard—they want resources that feel authentic, not academic

Secondary Research:

-Studied behaviour change frameworks, gamification in learning, and platforms like Duolingo and Headspace
Looked into how interactive design can enhance learning outcomes for Gen Z
-Referenced behavioural design for habit-building and positive reinforcement


Persona Development


Persona Development

The Empathetic Friend:
-Frequently gives support but rarely focuses on their own needs
-Can feel drained or confused after helping others
-Motivated by positive reinforcement and progress tracking
-Values peer-based advice delivered through digital platforms

The Empathetic Friend:
-Frequently gives support but rarely focuses on their own needs
-Can feel drained or confused after helping others
-Motivated by positive reinforcement and progress tracking
-Values peer-based advice delivered through digital platforms

The Quiet Thinker:
-Tends to internalise emotions rather than express them publicly
-Avoids classroom discussions but engages deeply when alone
-Enjoys journaling, quizzes, or tools that feel personal and private
-Looks for safe, pressure-free environments to explore difficult topics

The Quiet Thinker:
-Tends to internalise emotions rather than express them publicly
-Avoids classroom discussions but engages deeply when alone
-Enjoys journaling, quizzes, or tools that feel personal and private
-Looks for safe, pressure-free environments to explore difficult topics


Brainstorming & Ideation

We initially explored several visual styles, even using AI to generate early card concepts, but found them cluttered and disconnected. Our final design direction was built around:

Bold, minimal layouts
Teen-friendly colours that express energy, safety, and creativity
QR-enabled interactivity that links each scenario to the app

We initially explored several visual styles, even using AI to generate early card concepts, but found them cluttered and disconnected. Our final design direction was built around:

Bold, minimal layouts
Teen-friendly colours that express energy, safety, and creativity
QR-enabled interactivity that links each scenario to the app

Final Outcome

Final Outcomes

Mind Matterz is a physical card game paired with a companion mobile app, designed to support teens through real-life emotional and social challenges.

The game includes three themed packs — Friendship, Family, and Finance — each featuring relatable, real-world scenarios. Every card contains a QR code that links to interactive app content, transforming each situation into a deeper, personalised learning journey.

Through the app, players can:

Take scenario-based quizzes
Explore guided decision-making paths
Read daily insights and reflections

This hybrid experience blends offline engagement with digital interactivity, encouraging teens to learn through play, reflection, and peer-driven storytelling.

Mind Matterz is a physical card game paired with a companion mobile app, designed to support teens through real-life emotional and social challenges.

The game includes three themed packs — Friendship, Family, and Finance — each featuring relatable, real-world scenarios. Every card contains a QR code that links to interactive app content, transforming each situation into a deeper, personalised learning journey.

Through the app, players can:

Take scenario-based quizzes
Explore guided decision-making paths
Read daily insights and reflections

This hybrid experience blends offline engagement with digital interactivity, encouraging teens to learn through play, reflection, and peer-driven storytelling.

FURTHER PROJECTS

  • MARIA

  • FITZPATRICK

  • MARIA

  • FITZPATRICK

  • MARIA

  • FITZPATRICK