How I Decide equips youth with fundamental thinking skills and strategies to manage everyday habits, in-the-moment choices, and deliberate decisions throughout their lives.


Grades: 7-10

Decision Type: Habits

HabitWise helps students learn how to monitor their behavior and maintain the self-control they need to meet their goals.

GM Genius

Ages: 13-22

Decision Type: Deliberate

GM Genius is a fantasy football competition which includes lessons that teach key decision-making and critical thinking concepts.

Mindful Choices

Grades: K-12

Decision Type: In-The-Moment

Mindful Choices helps both students and educators be focused, calm, and self-aware so they can make better decisions in and out of school.

High School Explorer

Grades: 6-8

Decision Type: Deliberate

High School Explorer helps middle school students think effectively about the high school application process and other major decisions.

Burnout Blockers

For Teachers

Decision Type: Deliberate, In-The-Moment, Habits

Burnout Blockers helps teachers become more aware of how they plan class time, manage students’ behavior, and prioritize the behind-the-scenes work that keeps the classroom running effectively.

Goals For Youth


In all of our efforts, we are committed to measuring our impact and modifying our approach accordingly. Methods for capturing both quantitative and qualitative data are incorporated into the initial design of every project we engage in.

Research & Development

Video Game Research Partnership

How I Decide is working on a video game to enhance teen decision-making abilities.  HID provided a grant to world-renowned researcher Dr. Adam Gazzaley of UC San Francisco (UCSF) and has been working closely with his lab to develop the game.  This groundbreaking project combines the resources of one of the world’s top neuroscience labs with HID’s expertise in teaching decision making.

The game intends to improve youth’s ability to sustain attention, control impulses, and delay gratification.  This project includes a formal study of the impact on 12-18 year old players measuring physiological changes using fMRIs and EEGs, and behavioral changes using a series of validated measures of cognitive and affective skills.  Progress is well underway on the game, and a demo has already been created.

To learn more, please see this press release about the project or this Nature cover article about Dr. Gazzaley.