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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 

  • 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

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10/13

IDEATION

USABILITY TESTING

11/13

IDEATION

FINAL SCREENS

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Loading State

Empty State

12/13

IDEATION

VISUAL DESIGN SYSTEM

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13/13

FUTURE ROADMAP

PROJECT REFLECTION

Next Steps

  • Further exploration to expand touchpoints beyond a smartphone.
     

  • 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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