Student Wellbeing Tool: Conceptual design competition

Calling all ākonga/students: Use your significant digital knowledge and design thinking skills to lead the way in helping us design a tool that we can use to measure student wellbeing.

Competition now closed


Competition overview

We have asked ākonga across the country to help us define what wellbeing is and what it means to you. Now we want to co-develop a tool that will be used by students to record, monitor and share this information.

We want you to help us with the design of a digital tool. You don’t have to build a working tool and you do not need to be in digital technology either. You already have the key skills required. You know digital media best as you already use it, and you know your fellow students too.

We want you to think about what this tool needs to do – following the brief we give you – and come up with a conceptual design about how a digital tool could work and what the experience of using it will look like. The successful finalist entries will have a compelling solution that meets the key design features below and covers what we need the tool to do in a creative and innovative way.

We intend to use the best entries to develop our final tool solution so your team entry may end up being used by students across the country! Oh, and there are sweet prizes for the top entries too!

About the tool and what it needs to do

The tool is being designed for use by all ākonga/students in Years 7-13+ across New Zealand schools.

See the full brief here: Student Wellbeing competition brief.

We need the tool to be able to:

  • record student user demographics – for example, their school, year level, gender and ethnic identity.
  • record student user responses to up to 25 wellbeing questions
  • share the recorded information with a set of identified stakeholders – for example, Ministry, kura/school, community stakeholders.

Wellbeing questions – Student Wellbeing competition brief

Your final design solution must meet the following key design features:

  • be easily used and navigated by all target ākonga/students
  • be appealing and relevant so that it attracts, and is used by, all target ākonga/students
  • be engaging so target ākonga/students will want to use it and then use it regularly without becoming bored
  • be valued by target ākonga/students.

Key design features – Student Wellbeing competition brief

What is conceptual design?

When we talk about a ‘conceptual design’ we mean that we want you to focus on the design aspects and not the technical aspects of developing a digital tool.

You don’t need to develop a working prototype. We want to see how your design works in terms of the experience of the user. That means we want to see images and text that show us you understand what the tool needs to do and how your end-users (other students) will use and journey through the tool. And, for the user experience, you will need to meet the key design features above.  

We should be able to get a strong understanding of your vision of how a user gets through the tool, where components connect and why you designed it that way. We expect you may use and develop imagery, stories, characters, and techniques of gamification to ensure you meet the key design features.

Entry criteria

You will enter this competition as a team. Your design entry submission will communicate to the judging panel:

  • why you made the tool the way you did (text, max. 500 words)
  • your conceptual design (images, flow diagrams, storyboards, and so on)
  • reflections on your team’s process and learning (text, max. 500 words)

Your entry will be submitted in a PDF document by 30 September 2022.

Total PDF no more than 20 pages and 16 MB in size.

There are great prizes available at team and school/group level and the winning team will have the opportunity to work with an industry expert to bring the final tool to life.

Your team entry may end up being used by students across the country!

See full details in the terms and conditions: Terms and conditions.

Next steps

  1. Find a group of mates/students for your team (minimum 5 students)
  2. Find an adult who can act as supervisor/mentor
  3. Decide on your team’s name
  4. Get your team supervisor/mentor to register your team
  5. Get your full brief and supporting information:
    • Notes and resources
    • Q&A

 We look forward to seeing your submissions!

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