📱 Mental health APP

Project Overview

This project is to design a digital space where individuals recovering from mental illness can connect with like-minded peers, explore supportive communities, and access resources to rebuild their social lives in a safe, stigma-free environment.

🔹 My role and duration

I was responsible for crafting an intuitive and empathetic user experience, including user research, interaction design, ux writing and prototyping. I collaborated with social workers who specialised in mental health, project manager and developers to ensure the app’s design met the unique needs of the community.

🚩 Goal

To create a community-based app that:

  • Provide users with comprehensive information so that they can have better ways to deal with mental illness.
  • Encourages social engagement by enabling users to explore their community, connect with peers, and build relationships through meaningful and enjoyable interactions.
  • Offers tools and resources to help users explore personal growth, share stories, and support one another in their recovery journeys.

❗️ Problem statement

People recovering from mental illness face significant barriers to social engagement, including feelings of isolation, fear of stigma, and difficulty finding safe, inclusive spaces for interaction. Existing social platforms often lack the focus on mental health recovery, providing either overwhelming environments or interactions that fail to foster a sense of belonging and growth.

Design process

🔎 Discovery and Research stage
1. SWOT analysis
2. User journey map

Opportunities:

  • Build trust early with transparent communication about safety and privacy.
  • Simplify onboarding and personalize the exploration experience.
  • Use gamification, progress tracking, and dynamic content to keep users engaged long-term.

✍🏼 Ideation and Concept Development
1. Sitemap
2. Userflow
💼 Prototyping and Design
1. Wireframe
2. Mockups
3. Prototyping

📂 Collaboration and handoff
- UAT testing (UIUX focus)
- Design handoff + Design system

🏁 User testing
- Prototype testing (before development)
- Feedback analysis and design enhancement

Challenges

Since our target users are very emotionally sensitive, I needed to pay more attention to the colors and wording of the design to avoid making them uncomfortable. So based on the findings from the earlier research stage and after considering their needs, I made the following design decisions.

🔶 Enhancing User Experience Through Gamified Interactions

I integrated game-like elements throughout the app to create a sense of achievement and progress, making the experience more interactive and enjoyable. This approach transforms mental health management into a more appealing and sustainable practice for our users. By encouraging regular interaction with the app's core functions, it can avoid app abandon and maintain retention rate.

🔶 Fostering Growth Through Visual Progress Incentives

By implementing a clear visual representation of progress, we've enabled users to effectively set and track their personal growth in a positive manner. Users can earn rewards upon reaching specific checkpoints, which I believe will boost their sense of accomplishment and motivate them to maintain their efforts. This approach not only makes tracking mental health progress more engaging but also provides tangible incentives for users to continue their journey towards better well-being.

🔶 Empowering Users Through Positive Language Design

In designing the app's language and tone, I focused on creating a supportive and encouraging environment. By using positive, affirming words and phrases, we aim to provide emotional support to users. The interactive and positive wording not only makes the app experience more enjoyable,  but also helps boost their self-esteem. The carefully crafted messages offer gentle encouragement, celebrate small victories, and provide reassurance during challenging times. This positive reinforcement is crucial in helping users build confidence and trust between the user and the app, encouraging long-term use.

Client
AritaOne, NLPRA, MHAHK
Tools
Figma
Year
2024
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