Project Overview
TranqWill is a mobile application for users who are prone to suffering from mood disorders, providing the tools necessary to manage symptoms and to regain control.
Background
This was a solo project completed over an eight-week timeline and a part of the UX/UI Design Specialization Program by CalArts.
Design Toolkit
To create this product, I used Figma, Adobe XD, Sketch, and Miro.
Defining The Problem
In 2021, global prevalence of anxiety and depression increased by 25% (WHO, 2022). One major explanation for the increase is the unprecedented stress caused by prolonged social isolation combined with the inability to engage in leisurely activities due to Covid-19 restrictions. Now, more than ever, people are in need of a platform that provides the tools and professional services needed to care for mental health from home.
Design Process
I used a five-stage Design Thinking Model proposed by the Hasso Plattner Institute of Design at Stanford (the d. school).
Target Audience
To begin, I identified my target audience by referencing a scholarly article by the Global Burden of Disease. The latest study shows that the pandemic has disproportionally affected the mental health of:
1. Young people (ages 12-24)
2. Women
3. Individuals with pre-existing physical and mental health conditions
Research Participants
Due to covid restrictions, five research participants were selected via convenience sampling for my user research study. The participants were representative of the target audience outlined by the Global Burden of Disease and fell into one of three categories:
1. Individuals who have utilized mental health care tools or supportive services in the past
2. Individuals who were currently utilizing mental health care tools or supportive services
3. Individuals who did not want to utilize mental health care tools or supportive services
User Interviews
I conducted user interviews to gather observational data such as body language and other non-verbal cues in addition to the participants' responses. During the interview, I asked participants about their mental health, self-care techniques, and the barriers preventing them from seeking professional care.
Research Synthesis
Then, I grouped and categorized my interview findings based on similar characteristics and created an affinity map.
Research Insights
I identified three recurring themes from my user research study:
1. The Covid-19 pandemic, and resulting regulations, have had a negative impact on the participants' mental health
2. While on lockdown, the participants may resort to self-care techniques that are unhelpful to their longterm well-being
3. The participants have been reluctant to seek professional services during lockdown largely due to cost, a lack of privacy at home, and the social stigma of receiving care
Competitive Analysis
I conducted additional research to gain insight on the current market, and whether or not similar mobile applications were aiming to fulfill the users needs. These apps were: Calm, Headspace, Sanvello, and Moodnotes.
Competitive Analysis Insights
1. The competition did not provide users with access to mental health information within the product.
2. The most popular products, Calm and Headspace, did provide users with self-care techniques, but not to mental health professionals.
3. Sanvello did provide users with both self-care techniques and access to mental health professionals. However, connecting with mental health professionals was contingent upon the users location.
User Personas
With the clarity and insight gained from conducting qualitative and quantitative research, I created two user personas.
How Might We
I conducted a brainstorming session and created solutions to the users goals, motivations, and pain points.
Design Concept
A mobile application that is a one-stop-shop for users searching for mental health information, professional services, and self-care techniques.
Information Architecture
I started by creating a sitemap that included the various features and their hierarchy within the product.
Mid-fi
After determining the user flows, I created the blueprint of the design and implemented elements such as visual flow and hierarchy.
Design System
Then, I created the brand identity for the product.
High-fi
After implementing the necessary corrections presented to me during my first usability study, I also implemented visual design principles such as scale, visual hierarchy, balance, color, and typography to create high fidelity mockups.
Usability Test
I conducted a moderated usability test to identify any additional usability, navigational, content, or visual issues within the product.
Usability Test Insights
While designing products, one must always design for all. By complying with all WCAG standards, users with accessibility needs would be able to easily use TranqWill as well. A few major considerations that will improve TranqWill include:
3. Ensure that all text and labels are meaningful so that they are compatible with screen readers
4. Provide clear examples in forms
Scopes and Constraints
The 8 week time constraint allowed me to only design the MVPs. In future iterations, I would include features such as:
1. Designing a separate TranqWill Telehealth application, allowing mental health professionals to communicate with and provide care for their patients/clients
2. Providing a call/instant messenger feature for users to speak directly with help lines of their choosing
3. Tracking heart health throughout the day by partnering with heart rate monitoring products, and sending notifications suggesting users utilize TranqWill during heart rate increases
Outcomes and Lessons
This project reinforced the importance of empathizing with users every step of the way, especially in regards to issues that are heavily stigmatized. Similar to the fluctuating regulations as a result of the COVID-19 pandemic, users needs are also likely to change. As such, including users throughout my design process was essential to creating a product with the purpose of healing.