
The Challenge
Business goal: Health and Wellbeing Queensland, a prevention-focused agency, engaged Khemistry to translate a Queensland Government–backed initiative into a world-class digital program tailored to one of the most challenging audiences to design for: children.
User problem: In 2022, Health and Wellbeing Queensland commissioned nation-first research with a confronting finding — children born this decade could have shorter lives than their parents due to obesity, with inaction potentially costing the state $87 billion over the next decade. Health and Wellbeing Queensland is working alongside government, sectors and communities to shift the systems that make it harder for children to maintain a healthy weight. Podsquad plays an important role in supporting that work, helping build a healthier future for Queensland kids.
Why it was hard: Most children are already spending time on apps, so the goal wasn't to compete for attention but to redirect existing engagement toward something genuinely positive. The client's initially recommended age range was also very broad, which made designing a single, coherent experience difficult from the outset.





Research & Discovery
Methods: Six discovery workshops with subject matter experts, covering audience, product and industry analysis, feature and content strategy, and the development of frameworks and experience maps.
Proto-persona methodology: Using three key scoring factors, we generated 27 potential audience profiles and grouped them into mutually exclusive, collectively exhaustive segments. We also applied health literacy levels as an additional layer across each segment, to help explain likely drivers of behaviour uptake — for example, distinguishing a motivation gap from an education or attitude gap.
After synthesising themes from the audience workshops, we confirmed the primary audience as children aged 5–12. With that clarity, I developed a structured data model defining the core program modules and mapping potential content formats — forming the foundation for the platform's overall delivery approach.


Platform features & content strategy: Through a dedicated workshop, I built consensus on how we might solve the key challenges and deliver the experience, allowing for a blended approach across different elements of the program structure. Activities included structure spectrums and feature exploration exercises.
The map was structured across three layers:
- Kids' journey — the child-facing flow from onboarding through to ongoing engagement.
- Parents' journey — set-up, supervision, goal-setting and support behaviours.
- Shared moments — key touchpoints where parent and child participate together, such as supervised activities and shared achievements.

This experience map achieved several things: it organised the workshop themes into clear stages (onboarding, customisation, exploration, activities, progress and milestones); it separated users by role, so the platform could support the distinct needs of children and parents rather than forcing a single journey; it defined a core engagement loop showing how the program sustains repeat use — moving from exploration and activities into feedback and rewards, then back into deeper engagement and progression; it mapped digital and real-world behaviours together, pairing virtual content with real-world activities designed to be completed together or supervised; and it embedded governance and safety throughout, via parental controls, preferences and involvement settings, keeping the experience age-appropriate and parent-led where needed.





Art Direction and Narrative
I partnered closely with the creative team to translate the experience strategy into an engaging world for children, aligning character design, animation direction and narrative with the program's behavioural goals. My role included:
- Defining the narrative framework and how it supports the core loop, including where story beats introduce new modules, reinforce key messages, and reward progress
- Providing clear character requirements based on audience insights, including age-appropriate tone, readability of expressions, diversity and relatability, and how each character functions within the learning journey
- Mapping characters and narrative moments to specific touchpoints in the journey — onboarding, exploration, activities, feedback, milestones, and shared parent-child moments
- Reviewing creative concepts and iterations with a UX lens, checking for clarity, emotional resonance, accessibility, and consistency with the wider product experience and content strategy
- Collaborating on animation direction to ensure movement, pacing and visual cues supported comprehension and motivation, particularly for younger users and early readers
- Documenting decisions and guidelines so creative outputs stayed aligned across screens, modules and future content expansion
Design
Building on the experience map, I designed user flows for both parents and children. For carers, this covered sign-up, adding family members, setting goals for their child, and a profile area where carers could track their child's progress. For children, I designed the "game" side of the experience — where the habit-forming and behaviour change actually happens, through real-life quests, collectible rewards, quizzes and games. This covered three key pillars: eating, movement and sleep, with goals set by carers aligning directly with in-game quests. The habit journey progressed through four stages: new habit, habit repetition, habit mastery, and habit maintenance.




Key flows designed or adjusted as a result of testing included navigation improvements, quest visibility, rewards and progression mechanics, and the carer-side onboarding and progress dashboard.
Reflection::
With more time, I'd have pushed back on the broad 5–12 age range earlier. Testing later confirmed what that breadth cost us — a five-year-old and an eleven-year-old need different pacing, rewards and narrative tone, and some of the progression issues we found likely stemmed from that compromise rather than the mechanics themselves. Splitting the experience into two age bands from the outset would have served both groups better.
I'd also bring parents into the loop sooner. Carer engagement lagged behind children's in testing, which limited how well the habit-forming mechanics worked, since several quests relied on reinforcement at home. The carer experience deserved the same design attention as the kids' side, not a supervision tool bolted on afterward.
Above all, this project reinforced that behaviour-change design depends as much on the people around the user as the user themselves.
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