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Healthcare

Designing awareness: a participatory approach to mental health communication.

concept

Awareness isn't transmitted, it's built together. Fuori dai Bordi starts from a simple belief: you don't learn by watching, you learn by doing. That's why young people, psychology students and individuals with lived experience of mental health struggles weren't just consulted, they were put in the driver's seat.

services provided
Campaigning
Gamification
Creative Concept
Graphic Design
Video Animation

The project

Fuori dai Bordi unfolded in two phases, eac.h building on the other.

The first brought together 20 young people: students, creatives and individuals with direct experience of mental health struggles for a co-design workshop. Rather than reacting to ideas developed by others, participants conceived, prototyped and pitched three creative campaigns, presenting them in a public session with institutions and stakeholders.

The second phase brought the same teams back to turn those ideas into reality: an illustrated video exploring isolation and the possibility of blooming again; a card game co-created inside schools to train empathy and intergenerational dialogue, made freely available online; and a final exhibition inviting a wider audience to imagine a more empathetic school environment.

Throughout both phases, no top-down decisions, no external voices speaking on behalf of the community, every output was the direct result of collaboration between organisations, creatives and the people most affected by the topic.

The posters

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How we did it

We brought together 20 young people to conceive and prototype three awareness campaigns, presented in a public session with institutions and stakeholders.
We brought the same teams back to turn ideas into reality: an animated video, a card game co-created inside schools, and a final exhibition. Each output shaped entirely by the community that conceived it.
We gave the work back to the public through an exhibition and open event, opening up the conversation to a wider audience and leaving behind tools, like the freely downloadable card game.
20
Young people involved
2
Schools
3
Creative campaigns
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