Transforming mental health education for Australian schools

Transforming mental health education for Australian schools

In 2021, the Black Dog Institute (BDI), Australia’s leading voice in mental health, brought me on board as a UX expert to analyse and improve their HeadStrong program. HeadStrong is an educative initiative aimed at Year 9 and 10 teachers, equipping them to raise mental health awareness among students. Despite its potential, the program suffered from poor engagement due to usability challenges and outdated delivery methods.

My task was to uncover key barriers to adoption and recommend solutions that would enhance engagement for both teachers and students, aligning with BDI’s mission to support mental health education nationwide.

Low Adoption Rates

  • 45% of teachers who downloaded HeadStrong never used it.
  • Most users only engaged with select portions of the material, adapting it to their needs.

Usability Issues

  • Accessing the content required up to 15 clicks, with file sizes totalling 64.4MB, making it impractical for digital use.
  • Colour contrast and accessibility checks failed across most materials, limiting usability for diverse audiences.

Engagement Gaps

  • Teachers found the materials confusing and difficult to align with their lesson plans.
  • Students felt the content was unengaging and lacked relatability.

Complex Hierarchies

  • Schools have multiple layers of decision-makers (e.g., principals, year coordinators), complicating the adoption process.

Stakeholder Collaboration

  • I engaged directly with key stakeholders, including Black Dog Institute’s program managers and educational consultants, to align on project goals and define success metrics.

Guiding the Research Process

  • I designed and executed the entire research strategy, ensuring the methods (surveys, interviews, and content audits) effectively uncovered user pain points and actionable opportunities.

Advocating for the User

  • I championed the needs of both teachers and students throughout the process, presenting findings and recommendations in a way that resonated with decision-makers and stakeholders.

Facilitating Cross-Functional Discussions

  • I bridged communication between research, design, and technical teams, ensuring alignment on priorities and feasibility for the proposed solutions.

1. Discovery & Research

I employed a Double Diamond Design Process to uncover pain points and propose solutions.

Key research methods included:

User Surveys

User Interviews

Content Audit

Traffic Analysis

Affinity map

User Personas

Key Findings

  • Teachers struggled with time constraints and a steep learning curve for using HeadStrong.
  • Students wanted more engaging, relatable content, including real-life examples of mental health challenges.

  • The program lacked technological adaptability, as 44% of users accessed content on mobile devices or tablets, but materials weren’t optimised for these platforms.

2. Strategic Recommendations

To address these challenges, I created a 60-page presentation and proposed the following:

Introducing…

Introducing…

2.1

Transition to a Web-Based Platform

  • Replace heavy downloadable files with a lightweight, interactive, web-hosted version of HeadStrong.

  • Optimise for mobile and tablet use, ensuring accessibility during lockdowns or remote learning scenarios.

2.1

Transition to a Web-Based Platform

  • Replace heavy downloadable files with a lightweight, interactive, web-hosted version of HeadStrong.

  • Optimise for mobile and tablet use, ensuring accessibility during lockdowns or remote learning scenarios.

2.2

Streamline Access and Reduce Complexity

  • Simplify navigation by reducing the number of clicks required to access materials.

  • Implement consistent and recognisable patterns to minimize the learning curve for teachers.

2.3

Make Content More Engaging for Students

  • Integrate relatable videos featuring adolescents discussing mental health issues.
  • Use gamification elements like progress tracking and interactive activities to maintain engagement.
2.3

Make Content More Engaging for Students

  • Integrate relatable videos featuring adolescents discussing mental health issues.
  • Use gamification elements like progress tracking and interactive activities to maintain engagement.
2.4

Enhance Accessibility Standards

  • Ensure all materials meet WCAG guidelines for contrast, readability, and usability, making them accessible to students with disabilities.

2.5

Develop Cross-Program Integration

  • Create links between HeadStrong and other BDI programs (e.g., BiteBack), encouraging deeper exploration of mental health topics.

2.5

Develop Cross-Program Integration

  • Create links between HeadStrong and other BDI programs (e.g., BiteBack), encouraging deeper exploration of mental health topics.

2.6

Digital Student Journal

  • Create links between HeadStrong and other BDI programs (e.g., BiteBack), encouraging deeper exploration of mental health topics.

2.7

Empower Teachers as Co-Creators

  • Allow teachers to customise content within the web platform, fostering ownership and adaptability to their specific classroom needs.

2.7

Empower Teachers as Co-Creators

  • Allow teachers to customise content within the web platform, fostering ownership and adaptability to their specific classroom needs.

Sitemap

Although the recommendations required long-term implementation, early adoption of some ideas led to:

Increased Interest from Teachers

Improved Engagement Potential

Scalability & Future Growth

Accessibility is Non-Negotiable

Teacher Workflows Drive Success

Relatability Increases Engagement

Revamping HeadStrong demonstrated the power of strategic UX research to tackle real-world problems in education and mental health. By addressing pain points and proposing scalable solutions, I helped position BDI to better support teachers and students in fostering critical conversations about mental health.

Looking to elevate the usability and impact of your digital products? Let’s collaborate to create solutions that drive meaningful change.

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