The OrliVerse project aims to develop a serious of digital products spanning a mesosystem (home, school, clinical settings) that help provide emotional regulation resources and educate (SEL skills) for young people ages 5-14. Integrating clinical psychological frameworks into an interactive, game environment through characters and engaging narratives.
Ultimately, Orli Health seek to provide a new approach to emotional regulation and wellbeing. Creating co-designed by young people interventions for emotional dysregulation. Crucially providing engaging, emotion-oriented gameplay and insights. Through character, playful interaction, gamification methods (intrinsic motivation)
Clinical Research & Application: Translating complex clinical and psychological frameworks into accessible, player-centred interactions.
Gamification & Behavioural Systems: Mapping existing behavioural methodologies and pedagogical structures directly into engaging gameplay loops.
UX Architecture: Designing comprehensive information architecture, site mapping, and intuitive user journeys tailored for specific behavioural and business outcomes.
Low-Fidelity Prototyping: Building wireframes and interactive flows in Figma to test core mechanics, user experience design and user navigation early.
High-Fidelity Prototyping: Developing interactive gamified experiences using Lovable to simulate real product behavior and test with early adopters.
Rapid Iteration: Gathering qualitative user feedback to refine mechanics, eliminate UX friction, and align features with project OKRs.
Applied Problem Solving: Bridging the gap between creative game mechanics and practical client objectives
Challenges and Highlights
Translating Clinical Intent into Playable Loops: Navigating the challenge of designing engaging game mechanics while strictly adhering to complex clinical and behavioral guidelines to ensure ideal behavioural outcomes are valid and academically rigourous.
User Friction & Engagement: Identifying early drop-off points where players felt overwhelmed by instruction density or confused by non-traditional user flows, especially for young people's gameplay and overall enjoyment of the experience (balancing serious and clinical with fun and novelty to keep audiences engaged).
Technical & Platform Constraints: Balancing low-fidelity prototyping speed with the need for rich, interactive user feedback during early testing phases.
Compassionate UX Framework: Maintain player agency and psychological safety at the center of all applied game design decisions.
Cross-Disciplinary Bridge: Maintain continuous feedback loops between clinical research models and active gameplay design to ensure both alignment and fun.