MentalHelper

A mobile app for supporting +60y individuals in accessing Mental Health Resources.

MY ROLE

Solo student project for Google UX Professional Coursera

RESPONSABILITIES

User research, wireframing, prototyping, usability testing and visual design.

TIMELINE

4 weeks

tools

Figma, G Suite, WhatsApp

IntroductionThe ProblemThe SolutionResearchIdeationDesignUser TestingConclusion

The Problem

Individuals +60y often struggle to find information and resources regarding mental health and that make them misinformed about that.

I have taken care of my mental health for almost 12 years now; it has always been an essential part of me, and I'm thankful that I had the resources to start. However, I know that not everyone has the resources or even knows what mental health is - and that's what motivated me in doing this project, which had as the starting point to design a solution for "Social Good" - and thinking about my relative ones and their struggles in accessing these resources, I wanted to explore more on this topic.

the solution

MentalHelper is a mobile app for supporting +60y individuals in accessing Mental Health Resources.

See Prototype in Figma
My solution for this project was to create an app that is easy to use, transparent, and trustworthy, with easy-to-navigate menus, a user-friendly design, intuitive features, and minimal need for technical knowledge or assistance, empowering users to feel confident and in control throughout their interactions with it.
    Research Phase

    Research

    Access to mental health resources and its stigma can also create barriers for older adults who would need treatment.

    During the Desk Research, I wanted to understand the relation between mental health and +60y individuals.

    benchmark

    There is a lack of user-friendly applications for this target group

    During the benchmark preparation, I faced trouble in finding applications made for my target group - there are a lot of mental health applications available, but most of them lack accessibility and are targeting younger people. For that, I did compare 3 applications: Sanvello, Wysa and MindMate.

    An opportunity I found is to focus in an accessible app by prioritizing simplicity in design and incorporating features such as larger fonts, clear icons, and voice commands, also by collaborating with mental health professionals to ensure evidence-based material.

    user surveys

    64% of users deal with mental health issues by talking with family and friends

    A User Survey was conducted through Google Forms with +60y individuals, having 17 answers.

    -

    USER INTERVIEWS

    Users don't have support with mental health problems, dealing with it on their own

    I interviewed four individuals that previously participated in the User Surveys through video calls on WhatsApp. Their ages: 62, 65, 76 and 80 years old.

    The main insight was that they say they don't have support with mental health problems, dealing with it on their own and that they think their difficulty with technology is their fault.

    WRAPPING UP THE RESEARCH

    Clustering into themes

    To wrap up the whole Research, all the data was clustered into common themes, which resulted in the following Affinity Mapping.

    THE MAIN INSIGHT

    Users often feel that their difficulty with technology is their fault.

    EMPATHY MAP

    Understand what the user does, thinks, feels and says

    After that, I added all the data gathered during the user survey and interviews into an Empathy Map, dividing those into categories to understand better what they do, think, feel and say - being able to better understand their needs and behaviours - and also helping me to build my User Persona.

    USER PERSONA

    Kate needs an app to keep herself motivated with her new habits.

    Based on that, I built a persona named Kate, being able to synthesize the needs and behaviours of my users to better anticipate how they might interact with the proposed solution.

    HYPOTHESIS

    I believe that by creating a solution that people don't feel overwhelmed in using it will make them feel more motivated to continue on it.

    HOW MIGHT WE

    How might I create a seamless and +60y-friendly experience that users can use without needing to ask for external help to access information on mental health and that they feel supported by it?

    Ideation Phase

    BRAINSTORMING

    Generating ideas

    To come up with ideas, I started with a brainstorming session called Crazy 8's and used the Lotus Blossom technique while keeping the "How Might We" statement in mind. This helped me to list down the features that I would like to incorporate in my solution while also considering the emotions and user experience that I wanted to evoke through my solution. These would further contribute to building my brand values.

    MY SOLUTION

    I envision a mobile app that enhances user motivation and engagement without overwhelming them.

    By answering my HMW and after the brainstorming sessions, I was able then to create a solution statement to better guide through the whole process, already writing down features I would like to add to my solution.

    Features I would like to add: Homepage, Search Topics, Videos, Articles, Settings, Contact with Professionals, SOS Assistance, Mood Check-In.

    TASK FLOWS

    Creating and Tracking a Habit

    I started by considering the main task flows I wanted the user to perform. For this particular case study, I narrowed it down to these main tasks: creating and tracking a habit, adding friends and cheering on their progress (and vice-versa).

    design pattern research

    Learning from established practices

    Prior to initiating any sketching, my primary objective was to gain a comprehensive understanding of successful design patterns that are closely related to my task flows. The main purpose of this exercise was to obtain valuable insights and knowledge that would enable me to continue to work on my project.

    Design Phase

    initial sketches

    Designing the user interface screens

    Based on my task flow, site map and design pattern research insights, I started to sketch screens for each step of the main task flow: creating a habit, tracking it and sharing their progress with friends by creating a visual memory from that.

    FROM SKETCHES TO MID-FIDELITY WIREFRAME

    Creating a habit, tracking it and sharing their progress with friends by creating a visual memory from that

    STYLE GUIDE

    Moodboard for a Cheerful, Ease and Motivational brand

    When starting to think about my high-fidelity prototype, I referred back to the brand values that had been established earlier and began to gather visual references in accordance with them. Since the brand had a cheerful, easygoing, and motivating vibe, I looked for many references featuring colourful and energetic designs. Even though the moodboard had a lot of colours, I chose the colour palette in a neutral way by selecting orange as the only colour since it is a known energetic colour. The reason behind not having too many colours in the palette was that the primary goal was to make the colours stand out when the user customized their habit with them.

    COMPONENTS

    Design System

    High-Fidelity Design

    The Final Design

    The Final Prototype

    High-Fidelity Design

    Design Solutions

    Colour Palette

    • The color palette was chosen in a way that the user's habits would be the main source of color in the app;
    • The aim was to avoid distracting the user from their primary goal of using the app, which was identified in the research as users often feeling overwhelmed with many tracking apps available on the market.

    Creating a New Habit

    • Being able to select a colour for that;
    • Choosing an Icon to represent that visually;
    • Adding a reminder of the reason why starting that;
    • Allowing notifications to get reminders.

    Create a visual memory of your achievements

    • When tracking a habit, users can share photos and written entries;
    • Allowing them to acknowledge and create a pleasant memory from that moment;
    • That could motivate them to continue their habit.

    Getting points based on achievements

    • Receiving points when tracking their habits;
    • Earning badges according to achievements;
    • Users would be able to see and display their badges on their profiles.
    Testing Phase

    USER TESTING

    Usability Test

    A usability test was conducted with three users who had previously participated in the user interview. During the test, they were asked to perform the main tasks, and the following findings were gathered.

    • When given the task to make the habit daily except on Sundays, all the users expected to select only the day they would like to exclude, not the opposite of selecting day by day for a daily activity.
    • The users also expected to be able to choose a specific time to get notifications when creating a habit
    • Users needed clarification about where to click on the habit to see: if they would need to click on the streaks bar or the overall card. They also mentioned that streaks were repeating on the page after and didn't understand why they were in the 1st one.
    • After the screen where the user added Jenny, they needed clarification about what to do after they saw the confirmation. The solution was to add, after the delayed animation, two buttons: one leading them to add more friends and another one to the Circle so they could check the feed with the new friends added.
    Conclusion

    FINAL CONSIDERATIONS

    Next steps

      • Work on the Challenge Flow, with the option to have a Leaderboard and to see people within that Challenge's posts;
      • Add a Leaderboard to the Circle. This feature would enable them to track their progress and compare their achievements to their friends;
      • Continue testing.

      Mia Roland

      Age: 34
      Education: Bachelor's Degree in Marketing
      Hometown: Chicago, USA
      Family: Single, lives alone
      Occupation: Marketing Professional

      Mia is a health-conscious food enthusiast who has recently moved to the city. She enjoys exploring different cuisines and flavors. Mia has a food allergy (dairy intolerance) and needs to ensure that the gourmet sandwiches she orders from the delivery app for the gourmet sandwich shop can accommodate her dietary restrictions.

      "I wish there were more options to customize my gourmet sandwich according to my specific dietary preferences and restrictions."

      Goals

      Mia wants to conveniently order her favorite gourmet sandwiches from the specific gourmet sandwich shop. She seeks a delivery app that provides an easy-to-use interface, clear ingredient information, and customization options to cater to her dietary needs.

      Frustrations

      She also faces frustrations when the app lacks comprehensive ingredient information for the gourmet sandwiches, making it difficult for her to make informed choices and avoid her food allergens.She faces frustrations when the app lacks the option to switch ingredients for a sandwich that contains an allergen she wants to avoid.

      Problem Statement

      Mia Rolland is a food enthusiast who needs to personalize her orders because of her dietary restrictions.

      User Journey Map

      Mia wants to explore and enjoy gourmet sandwiches in her new city while being able to customize her order and get detailed information about their ingredients.

      Mia's user journey involves exploring gourmet sandwich options on the app, but she faces frustration when she can't modify or substitute ingredients for allergens. She tries contacting customer support with limited success, leading her to directly call the restaurant for assistance. This highlights the need for better customization options and communication channels to enhance the user experience and accommodate dietary needs.

      Starting the Design

      Wireframes

      Flow for ordering a sandwich

      Usability Study

      As part of the design process for the gourmet sandwich app, usability studies were conducted to evaluate the user experience and gather insights for further improvement. Participants were asked to perform specific tasks and provide feedback on various aspects of the app.

      Round 1 Findings

      Customization Challenge: Three out of five participants encountered difficulty in scrolling horizontally during sandwich customization. This highlights a usability issue related to the scrolling functionality. To improve the customization experience, a redesign of the scrolling mechanism or alternative navigation methods, such as vertical scrolling or tabs, should be considered.

      Allergen Information Accessibility: Four out of five participants found it easy to access allergen information. This indicates that the app effectively addresses the theme of easy accessibility for allergen information. To maintain this positive experience, it is essential to continue providing clear and readily available allergen information for users.

      Positive User Experience: All five participants mentioned an intuitive user experience, indicating a strong positive theme regarding the app's usability. This feedback validates the success of the design efforts in creating an intuitive and user-friendly interface. To sustain this positive experience, it is important to prioritize user-centered design principles throughout future iterations.

      Round 2 Findings

      Option to Schedule Order Arrival: Based on user feedback, the app now includes an option to schedule the arrival of the order. This feature allows users to choose a specific date and time for their sandwich delivery, providing flexibility and convenience for those who prefer to plan their meals in advance.

      Log In/Sign Up Screen: To ensure a seamless user experience, a log in/sign up screen was implemented. This allows users to create an account or log in to access personalized features such as saved preferences, order history, and loyalty points. By providing a dedicated login screen, the app offers a more personalized and tailored experience to individual users.

      Colorful Icons: In response to user feedback regarding the visibility of icons, they have been made more colorful and visually distinct. This enhancement improves the overall clarity and ease of navigation within the app, making it more user-friendly for individuals with visual impairments or color vision deficiencies.

      Refining the Design

      Mockups

      High-Fidelity Prototype

      Check prototype here.

      Design System

      Accessibility considerations

      Legible fonts

      To enhance accessibility, legible fonts were implemented throughout the app. The font size and style were carefully selected to ensure readability for users with visual impairments or those who prefer larger text. Additionally, appropriate contrast ratios were maintained between the text and background colors to improve visibility for individuals with color vision deficiencies.

      Propor color contrast

      In order to improve accessibility, proper color contrast was implemented in the app. This ensures that text and important visual elements have sufficient contrast against the background, making them easier to read and perceive for users with visual impairments or color vision deficiencies.

      Going Forward

      Takeaways

      Impact

      The impact of the redesigned gourmet sandwich app was evident in the positive feedback received from study participants. One participant expressed, "The new design makes it so much easier to customize my sandwich and find allergen information. I love using this app!" This feedback reflects the success of the design in improving the user experience and meeting user needs.

      Propor color contrast

      In order to improve accessibility, proper color contrast was implemented in the app. This ensures that text and important visual elements have sufficient contrast against the background, making them easier to read and perceive for users with visual impairments or color vision deficiencies.

      Next Steps

      Enhance Personalization

      Implement a recommendation engine that utilizes user preferences and order history to provide personalized sandwich suggestions. This can enhance the user experience by offering tailored recommendations and increasing user engagement.

      Integrate social sharing

      Add social sharing functionality to allow users to share their favorite sandwiches or special deals with their friends and social networks. This can help increase brand awareness, attract new customers, and encourage user engagement through word-of-mouth marketing.

      Implement loyalty program tiers

      Introduce a tiered loyalty program where users can unlock additional benefits and rewards as they accumulate more loyalty points. This can incentivize repeat purchases, increase customer retention, and foster a sense of achievement and exclusivity among users.

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