JULY '22 - DECEMBER '22 (40 WEEKS)
Bloom
Gamified and personalized mental health app encourages a daily routine during pandemics for self-improvement.
Role: User Research & User Interface Design
Individual student project at Springboard.
01/13
DISCOVERY
PROBLEM
The daunting task of navigating through countless options for mental health services during a pandemic posed a challenge of unlimited choices.
WHY NOW?
Due to the repercussions of Covid-19, numerous individuals developed detrimental routines that gradually impacted their well-being. Embracing virtual platforms prompted contemplation on preparing ourselves for future waves of Covid-19 or even potential pandemics.
02/13
KEY DESIGN MOMENTS
SOLUTION
01.
Gamified Plants
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Provides user engagement to grow and keep plants alive.
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Continuously learning and completing milestones sustains the plants.
02.
Community
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Sign up anonymously to become part of different Covid-19 related conversations.
03.
Achieve your Goals
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Manage your objectives and your expectations.
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Instant scheduling for each day.
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
CHALLENGES
Constraints:
Bootcamp deadline
Unsure & doubtful of the project focus
04/13
DEFINING: GENERATIVE RESEARCH
COMPETITIVE ANALYSIS
Lacking continuous motivation to use the apps
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.
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.
06/13
DEFINING: GENERATIVE RESEARCH
SYNTHESIZING
Key Insights (so far)
07/13
DEFINING: GENERATIVE RESEARCH
USER PERSONA
08/13
DEFINING: EVALUATIVE RESEARCH
USER STORY MAPPING
09/13
IDEATION
SKETCHES & WIREFRAMES
10/13
IDEATION
USABILITY TESTING
13/13
FUTURE ROADMAP
PROJECT REFLECTION
Next Steps
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Further exploration to expand touchpoints beyond a smartphone.
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Further exploration to solutions regarding empathy and understanding.
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More inclusivity and attention to WCAG standards.
Takeaways
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To be intentional with every element, every graphic that is put on the screen.
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Copywriting is just as important as UX/UI design and development.
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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.