Together, Let's Shape a Stronger Future for Youth Mental Well-Being
Headstream, a program by SecondMuse, exists to improve the mental well-being of systemically excluded youth by reshaping how the health and education systems prioritize youth mental health




Join Us in Improving Mental Well-Being for Millions of Young People
Are you an entrepreneur, a young person, an educator, or a partner organization working to create a future where every young person has access to digital mental health support? So are we.
Together, we’re advancing inclusive, tech-driven solutions that reach historically excluded communities and reimagine how education and health systems support youth well-being.
Join us in building this future through three key approaches:
Building or investing in tech for youth mental health? If you're an entrepreneur, we’ll help you fuel your vision with funding, expert mentorship, and a community to grow your impact and reach. If you're an investor, we’ll connect you with bold solutions shaping the future of youth well-being, where social impact meets growth potential.
Want to create mental health solutions that truly connect with young people? We help young leaders and mission-driven organizations design with, not just for, the next generation. Young professionals turn lived experiences into powerful ideas. Organizations and entrepreneurs get the tools to co-create solutions that drive real impact.
Looking for better ways to support your students’ mental health? Discover innovative tools designed with your students in mind. We’ll help you bring effective, easy-to-use solutions into your classrooms and communities, strengthening what’s working and filling critical gaps in care.




Our Work & Programs
Ready to drive sustainable change for youth mental well-being? Our programs are designed for your specific needs—whether you're an entrepreneur, a young person, an educator, or a partner organization.

Entrepreneur Support Programs
Unlocking the next stage of growth for entrepreneurs reaching young people through school and health care systems.

Youth Collective
Become empowered co-creators alongside entrepreneurs and industry leaders in shaping digital solutions that work for you and your peers.

K-12 Well-Being
Increase your adoption of student-centric digital well-being products within your educational environment.
The Impact You'll Help Create
By partnering with us, you'll join a movement that has already reached over 8.4 million young people and caring adults. Together, we're driving meaningful change in youth mental well-being—and we're just getting started. Our next goal is to reach 20 million in the next three years.
Innovators are already transforming youth mental health with our support
youth professionals trained as co-creation leaders shaping the future
raised to back entrepreneurs building better mental health solutions
Through our intentional programming, we help entrepreneurs like you scale your impact while empowering young people to be active, valued co-creators in shaping the future of mental health.
Hear directly from our participants.
What I have learned over the years with Headstream, is to think about who is not in the room when you are designing a solution. To me a beautiful digital ecosystem is limitless, and that is what excites me about the future of technology, is how limitless we can have solutions if we combine the potential of the human experience with digital technology.

The most significant change I experienced from my participation in Headstream was strengthening my leadership skills and confidence. Advising and connecting with like-minded students has really empowered me to speak up about what I believe in and always look to actively engage in my community.

We have established a youth co-creation club in our company which we aim to use as we explore various types of products and services.

More direct partnership with young people has allowed us to get direct insights into how our product resonate with younger audiences. This has helped us to vet ideas faster, iterate on prototypes before full development, and conduct more applicable user research across our full target demo.

We expanded our support for middle and high school audiences and deepened our work in college and career levels
