Carnival of Truth: AR Health Education for Young People
Carnival of Truth is a game-based augmented reality experience teaching young people about the risks of vaping and smoking. SLIDEFACTORY developed the concept, the 3D characters and the carnival environment, delivered as web-based AR that opens from a mobile browser with no app to install.
Carnival of Truth: AR Health Education for Young People
Carnival of Truth is a game-based augmented reality experience teaching young people about the risks of vaping and smoking. SLIDEFACTORY developed the concept, the 3D characters and the carnival environment, delivered as web-based AR that opens from a mobile browser with no app to install.
The Challenge
Health education aimed at young people competes with everything else on a phone. Carnival of Truth set out to teach young people about the risks of vaping and smoking in a format they would choose to spend time in rather than sit through.
- Reaching an audience that ignores conventional health messaging
- Communicating layered health information without lecturing
- Working on the devices young people already carry, with no app to install
- Holding attention in busy public spaces and event environments
The brief was an augmented reality learning experience that could run outdoors, scale across locations, and invite exploration while staying approachable.
The Concept
Rather than using augmented reality as a visual overlay, the experience was built as a game-like carnival environment layered onto physical space. Carnival games and characters carry the health information, so the learning happens through play.
Participants entered through a web link and moved through a sequence of AR moments tied to specific locations. Each interaction revealed another part of the story about vaping and smoking, encouraging movement and discovery instead of passive reading.
Borrowing from game design kept it engaging without turning health education into a quiz:
- Clear entry points
- Short, interactive moments
- Immediate visual feedback
- A sense of progression through space

The Process
Experience Design
Physical environments were mapped to find natural gathering points and paths of movement. Those locations became anchors for the AR content, so the carnival felt connected to the place rather than dropped onto it.
Concept, Characters and 3D
SLIDEFACTORY developed the concept and built the 3D characters and carnival assets that carry the experience. Health information was broken into small interactive moments rather than delivered all at once, so participants could engage at their own pace.
Technical Execution
The experience was built as web-based augmented reality, opening straight from a mobile browser with no download. Assets were optimised for fast load times and for performance outdoors.
Testing and Iteration
Real-world testing informed the interaction cues, pacing and clarity, so the experience held up in live public settings.

The Experience
As participants moved through physical space they unlocked parts of the carnival tied to specific locations. Each interaction added context about vaping and smoking, and the format gave groups something to talk about while they explored.
Because it is exploratory rather than prescriptive, the format supports:
- Health education at schools, fairs and community events
- Group participation and discussion
- Social sharing and word-of-mouth discovery
- Repeat interaction across locations
The experience needs no staff and no physical installation, which is what makes an AR public health campaign practical to run in more than one place.

Technologies Used
- 8th Wall for browser-based augmented reality and spatial tracking
- Blender for creating and optimising lightweight 3D characters and assets
- Generative AI to support rapid ideation, visual exploration and content iteration during production
This stack allowed fast deployment, creative flexibility and reliable performance in real-world event conditions.
Why Augmented Reality Works for Health Education
Augmented reality suits public health education because it puts the lesson into the place the audience is already standing in. Participation is voluntary, which matters for a subject young people are used to being lectured about.
For AR learning experiences more generally, the same properties apply: layered information delivered in small pieces, immediate feedback, and a reason to keep moving. Those are learning-design properties before they are marketing ones.
Key Takeaways
- Augmented reality works for youth health education and prevention campaigns
- Game-driven AR encourages participation instead of passive consumption
- WebAR removes the app-install barrier, which matters for one-off public events
- 3D characters and game mechanics can carry serious subject matter
Looking Ahead
Carnival of Truth shows how augmented reality for education can reach an audience in public space rather than in a classroom. The same approach adapts to other subjects where the goal is understanding rather than recall, including education software and learning platforms, training, and immersive experiences built for a specific audience.

