Our Digital Health & Wellbeing Projects
Explore our recent case studies in digital health app development, mental wellbeing apps and serious games for health. We build evidence-based products grounded in academic research and guided by advisors from leading universities.
See how we have turned research into engaging health apps and games that make a real difference.
Digital Behavioural Activation, University of York
Develop a digital tool supporting young people aged 12-18 with low mood or depression. The primary aim of this project was to develop a blueprint which could be used to transform a prototype web-based tool into a more accessible and engaging app which would be used in and outside therapy sessions and thereafter to help prevent depression relapse.
How we helped
We co-designed with the project team, clinicians and young people to support the collection of data. We provided technical guidance as a specialist consultant, including:
• Leading a process of iterative ideation with young people to understand their needs and preferences
• Translated usability study feedback into concrete plans for new functionality and design features
• Tailored style and content presentation to different user groups in the health space
• Applied comprehensive knowledge of NHS Tech Guidance and NICE Digital & Mobile Interventions Guidance throughout
• Delivered a blueprint that supported both the digital app's development and a further funding application.
“We partnered with Cris owing to his specialist knowledge in developing and gamifying digital apps for mental health. He seamlessly translated our stakeholder input into an accessible design blueprint we're incredibly proud of. We highly recommend him as a digital health consultant.”
Philip, Programme Lead
“Cris has excellent knowledge of mental health, is alert to the latest trends in digital health and design and is a skilled communicator. He has consistently delivered to time and target and has frequently gone the extra mile to ensure that what he produces is of the very best quality.”
Lucy, Academic Partner
Create Open Health Initiative co-hosted by West of England AHSN, Creative England and the Wellcome Trust.
Aiming to find new entrepreneurial talent with digital ideas, solutions or products that could address some of the key challenges faced by the NHS today, this healthcare initiative was an open call for digital or technology-based solutions which could be implemented within the health sector to support the mental wellbeing of young people in the UK.
Working alongside Creative UK and the Academic Health Science Network (AHSN) in partnership with Wellcome Trust, we developed the first ever immersive 3D Sheep Counting experience of its kind.
'Count Sheep' was developed to contribute to innovation within the healthcare sector and positively impact and empower young people, their communities, parents and caregivers.
Our aim
As part of building an empirical data approach into an innovation within the healthcare sector, we also worked closely in partnership with mental health charity Off The Record. Young adult users with lived experience of mental health challenges and caregivers provided insights to help shape and guide the development of the software.
“To enable a proactive and preventive approach towards mental health and wellbeing of young people through self-help interventions and by building a global support network. I believe that self-help interventions through immersive media and technology will not only empower young people to take control and increase their resilience of mental health and wellbeing, but also help close the resource gap in the health sector”
Cristobal Catalan, Director
About the Initiative.
This open innovation initiative, was brought together by the Wellcome Trust, Creative UK and the West of England AHSN.
It utilised innovative outreach methods to engage with a broad and diverse participant group, making innovation relevant to all and helping to develop early stage digital solutions which could address this key NHS priority – to support the positive mental health and wellbeing of young people.
From improving experience of mental health care and facilitating treatment, to educating and empowering young people and the communities around them, the ideas ultimately aim to have a significant impact on the way young people manage their mental health.
For Liminal Senses, the interventional propositions needed to be rooted in a technology or digital approach and directly build resilience and support positive mental health for young people.
What we developed
An engaging, animated virtual reality safe spaces with the theme of counting flying sheep within a 3D fantasy world environment.
The software implemented ASMR soundscapes and pacing to leverage digital and technology solutions to have a positive impact on mental health.
Features:
– Original virtual based natural environment
– Unique visuals and fantasy based environmental design
– Original ASMR-Guided sheep counting soundscape
– Interactive mechanics (tap on the jumping sheep for example)
– Easy to use perspective control
– Procedurally made infinite fantasy game world to explore
– A bunch of lovable jumping sheep
‘Count Sheep’ was rated 4.4 out of 5.0 with 11,190 votes. 55% (6,208 users) gave the app 5 Stars. The app size was 393.82 MB.
Voyage VR MindPower -Reward based and preventative approach through self-help interventions.
A first-of-its-kind smartphone app that combines immersive and interactive nature-based fantasy environments with cognitive behavioral game design approach
New worlds released regularly as downloadable contents for users
Nature sounds and ASMR for relaxing user experiences
Immersive and interactive nature-based fantasy environments with cognitive behavioral game design
Creation of personal ambience and natural habitat driven by AI
Interaction with other users through acts of kindness (e.g. exchange artifacts)
Each fantasy world created in consultation with mental health practitioners and psychologists specialising in the efficacy of meditation, wellbeing and mindfulness techniques.
What we developed
Self-management of mental wellbeing with one tap.
The software implemented ASMR soundscapes and pacing to leverage digital and technology solutions to have a positive impact on mental health.
Features:
•Users move through the fantasy geographies via soothing, controlled pathways which work in conjunction with professionally designed guided meditations.
•Users can collect artifacts as they travel through the programme in specific places that are conducive to the experience and provide connections to future experiences.
•The fantasy natural environments will change, grow and improve with each completed meditation programme. - E.g. Habitat grows, beautifies, reveals access to new spaces,
•Each user’s world’s will be unique. Each user will change their worlds at their own pace.
•Each world therefore will be changing uniquely for each user according to their mindfulness management.
What users said
“I like the way you can look at stuff to move about. for a small company, you guys did great. the sound relaxed me so I really loved it. Amazing VR.”
“I really enjoy this app. What I want to escape and go somewhere else, this app it's just what the doctor ordered!”

