UX Capstone · University of Toronto × Kid's Help Phone

Support that meets youth where they play.

Exploring how Canada's leading youth mental health service could show up through Roblox.

Role
UX Research & Design
Timeline
Jan – Mar 2026
Team
4 people
Output
Project planning documentation & Figma prototype
Hero view of the Kid's Help Phone Roblox experience prototype

The final concept in Figma, a calm, supportive world inside the platform youth already are familiar with.

The Client

A lifeline looking for new ground.

Kid's Help Phone is Canada's leading 24/7 mental health support service for young people. KHP prov ides free and confidential, across phone, text, and online platforms, for youth aged 6 to 29 nationwide.

For my Master of Information capstone at the University of Toronto, our team of four acted as UX consultants to KHP: the brief was a goal, not a product. Our job was to define what role a gaming platform could realistically and responsiblyplay in their mission.

Kid's Help Phone logo, established 1989
24/7
free, confidential support
6–29
age range served across Canada
The Challenge
How might KHP reach young people in the digital spaces they're already in?

There was no fixed product or execution path. KHP wanted to understand whether they should, and how to show up in spaces like Roblox. That open brief meant our first deliverable was a clear definition of the opportunity itself, grounded in evidence.

Research

Three perspectives on one platform.

We grounded the work in secondary research on the evidence linking mental health and video games through peer reviewed research, then ran primary research through user interviews with the three groups closest to the problem:

The supporters

KHP Counselors

What youth actually reach out about, and how emotional support unfolds in real conversations.

The builders

Roblox Developers

Platform norms, technical realities, and the engagement mechanics built into every experience.

The players

Roblox Players

What keeps people on the platform — its social pull, its culture, and its risks.

Affinity map in FigJam organizing interview findings into four categories

Interview findings, synthesized into four categories through affinity mapping in FigJam.

This tool isn't a replacement for therapy. It's another resource in the toolbox to meet young people where they already are.
Research Insights

What the research told us.

Insight 01 · Connection

Connection is the point of Roblox.

Roblox is more than a game. It acts a digital third space, and connection is a central emotional driver.

  • Young people are actively seeking social connection
  • Counselors confirmed the platform's social role from their own conversations with youth
Insight 02 · Risk

Platform incentives create structural risk.

The same engagement model that makes Roblox compelling can work against wellbeing.

  • Addictive engagement loops
  • Social pressure
  • Competition that can amplify stress
Insight 03 · Timing

Youth seek in-the-moment stabilization.

From counselor interviews: support has to be available right when distress hits.

  • Youth look for immediate emotional relief
  • Some share right away, others need gradual, gentle prompting

These three insights became our design principles — and every function in the prototype traces back to them.

Design

From principles to prototype.

Nothing in the experience was added because it looked fun. Each feature earns its place by serving an emotional need we heard in research, focusing on connection without pressure, calm without isolation, help without stigma.

Design principles derived from the three research insights

Design principles, built directly on the research insights

Participant demographics for the study
Participant demographics
Inclusion criteria and recruitment screener
Inclusion criteria + recruitment screener
Key screens from the Roblox experience design
Key screens from the experience
Final Prototype

Walk through it yourself.

The full interactive prototype, built in Figma. Click through the experience the way a young player would encounter it.

Open prototype in Figma →
Next Steps

From concept to implementation.

This project lays the groundwork for a meaningful intervention. Three steps remain before it can responsibly reach real youth:

1
Most critical

Validate with youth users

Direct engagement with youth was outside our project's scope, so this comes first: a phased approach of user interviews to pressure-test assumptions, usability testing of prototypes, and eventual playtesting once a functional build exists. Youth insights should shape every subsequent design decision.

2

Run an internal feasibility review with KHP

Before development begins: moderation requirements, integration with existing services and clinical teams, and budget considerations tied to developer partnerships.

3

Build partnerships and distribution

Because this platform works against the pull of recommendation algorithms, success depends on trusted channels classrooms, therapists, and community outreach programs.