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July - December 2022
(27 weeks)

Bloom

Gamified mental health app for
self-improvement.

My Role

User research &
User interface design

Project Type

Individual student project at Springboard

Preface

DISCOVERY

BACKSTORY

Due to the impact of Covid-19, many, including myself, developed an unhealthy routine that gradually became detrimental to their well-being.

01/13

DISCOVERY

PROBLEM

Despite our efforts to better our mental wellness using virtual resources, we found ourselves faced with an overwhelming array of choices and numerous mental health service options, making it a daunting challenge.

WHY NOW?

Embracing virtual platforms prompted reflection on preparing for future waves of COVID-19 or potential pandemics.

02/13

KEY DESIGN MOMENTS 
SOLUTION

01.
Gamified Plants 

  • Provides user engagement to grow and keep plants alive.

  • Continuously learning and completing milestones sustains the plants.

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02.
Community

  • Sign up anonymously to become part of different Covid-19 
    related conversations.

03.
Achieve your Goals

  • Manage your objectives and your expectations.

  • Instant scheduling for each day.

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03/12

DEFINING: GENERATIVE RESEARCH
WHITE PAPER RESEARCH

Stressful times often translate into unhealthy habits to cope.

It started out with a study of habits. To break unhealthy habits, it’s essential to introduce healthier ones, but we often set ourselves to fail by tackling many issues at once. Having a strategy, maintaining that strategy, and starting small are key.

"...intense stress, boredom, and uncertainty of the pandemic’s lockdown and social distancing rules pushed people into a cycle of drinking more, being less active, and eating junk food to cope."

Vanessa Kennedy, PhD, director of psychology at Driftwood Recovery

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CHALLENGES

Constraints:
Bootcamp deadline

 

Unsure & doubtful of the project focus

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04/13

DEFINING: GENERATIVE RESEARCH

COMPETITIVE ANALYSIS

Lacking continuous motivation to use the apps

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Analyzing the four most popular apps led to the finding that the copy is monotonous across the board and the apps are a one-and-done type of deal that does not encourage constant usage. I saw an opportunity where I can help users feel heard and stimulate better motivations to use mental health apps.

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05/13

DEFINING: GENERATIVE RESEARCH

USER INTERVIEWS

6 people interviewed.

I asked questions about:

1. Their awareness of mental health before Covid-19.
 

2. Their expectations of speaking to a human therapist vs. using an app for mental health.
 

3. Their thoughts about how news outlets and social media impacted them the way Covid-19 was publicized.
 

4. Their thoughts of the current social climate of mental health.

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06/13

DEFINING: GENERATIVE RESEARCH

SYNTHESIZING

Key Insights (so far)

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07/13

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DEFINING: GENERATIVE RESEARCH

USER PERSONA

08/13

DEFINING: EVALUATIVE RESEARCH

USER STORY MAPPING

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09/13

IDEATION

SKETCHES & WIREFRAMES

10/13

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DEFINING: EVALUATIVE RESEARCH

USABILITY TESTING

11/13

IDEATION

FINAL SCREENS

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Loading State

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Empty State

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12/13

IDEATION

VISUAL DESIGN SYSTEM

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13/13

FUTURE ROADMAP

PROJECT REFLECTION

Next Steps

  • Use AI to recognize emotion based on tone and voice of the user. Especially, to detect signs of crisis and responding to it.
     

  • Further exploration to solutions regarding empathy and understanding.
     

  • More inclusivity and attention to WCAG standards.

Takeaways

  • To be intentional with every element, every graphic that is put on the screen.
     

  • Copywriting is just as important as UX/UI design and development.
     

  • Answer to question, “What makes my product different from others?”

Much obliged for sticking around!


If you would like to discuss more,
share feedback,
or grab coffee/boba, my info is here.

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