Background
During the pandemic, mental health has become a very big topic and something that has increasingly been changing for the worse. This app helps to boost your mood and keep you organized to reduce feelings of anxiety and stress.

Final Designs











Challenge
Role
Solutions
- Create a way to boost user moods as they live through their day to day lives
- Create a method that allows users to carry on their events and plan for them all the while boosting their mood
Project-Scope
Tools
Project Proposal

Empathize
Research
Research Goals
- Understand the correlation of the pandemic and mental health
- Understand the correlation of affirmations and mental health
- Understand causes of anxiety and stress
Research Questions
- Do you plan your day?
- How do you plan your day?
- Do you follow a routine?
- What are some things that boost your mood?
- How do affirmations and compliments make you feel?
- What are some methods you use to bring happiness into your day?
Assumptions
- To an extent users appreciate good messages
- Users are overwhelmed and having feelings of stress and anxiety because of a lack of control
Methodologies
Secondary
Market Research
- Determine information about target demographics and problem to solve
Competitive Analysis
- Determine who provides similar applications
- Identify the strenths and weaknesses of each application
Provisional Persona (based on Market Research)
- Determine typical users of the application and proceed to interview process
Primary
1-1 interviews
- complete via phone/in-person with audio recording
- interview individuals who have needed positive affirmations
Market Research (Secondary)

Background
- When you get home from work and someone asks you how your day was, you reply that it was terrible—even though it was overall quite good despite that one negative incident.
- When you get home from work and someone asks you how your day was, you reply that it was terrible—even though it was overall quite good despite that one negative incident
- negative bias influences motivation to complete a task. People have less motivation when an incentive is framed as a means to gain something than when the same incentive will help them avoid the loss of something.
Statistics & Facts
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- Anxiety disorders are the most common mental illness in the U.S., affecting 40 million adults in the United States age 18 and older, or 18.1% of the population every year.
- Anxiety disorders are highly treatable, yet only 36.9% of those suffering receive treatment.
- People with an anxiety disorder are three to five times more likely to go to the doctor and six times more likely to be hospitalized for psychiatric disorders than those who do not suffer from anxiety disorders.
- Anxiety disorders develop from a complex set of risk factors, including genetics, brain chemistry, personality, and life events.
- How you talk to yourself about events, experiences, and people plays a large role in shaping how you interpret events. When you find yourself interpreting something in a negative way, or only focusing on the bad aspect of the situation, look for ways to reframe the events in a more positive light.
- Curating your news feed so that you’re not seeing so many negative stories can be good.
- Recommended keeping a gratitude diary in the book, for example. But that’s still a case of using your rational brain—you decideyou’re going to keep a diary because the shows that this will help you, thinking about the good things in your life. And that does indeed produce a wonderful emotional response; it’s one of the best ways to lift your spirits. So, in that sense, you’re using your rational brain to bring out those good emotions.
- According to the National Science Foundation, an average person has about 12,000 to 60,000 thoughts per day. Of those, 80% are negative and 95% are repetitive thoughts.
Demographics
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- Generalized anxiety disorder (GAD) is the most common anxiety disorder among older adults, though anxiety disorders in this population are frequently associated with traumatic events such as a fall or acute illness.
Competitive Analysis
The competitive analysis was done in order to determine the strengths and weaknesses of competitors who target the same issue. After gathering research on each application and analyzing customer satisfaction as well as the reviews of the application, I was unable to uncover the pros and cons of each.
Personas



Define & Ideate
POV & HMW
This process involves translating the statements into POV statements from the perspective of the personas, and then translating the statements into HMW questions. This process enables a better way to empathize and appreciate Dev,Mimi, and Meghan’s perspective and the issues at-hand. The last column, HMW Questions, is the bridge to both the brainstorming process as well as the define phase.
POV
- Users need an app that reduces their stress and anxiety
- Users need an app that will help them stay organized
- Users need an app that will boost their overall mental health
- Users want to be happier
HMW
- How might we help reduce stress and anxiety and what are some effective proven methods
- How might we use technology as a beneficial method of boosting overall mood and mental well being
User Flow
- Identifies a path the user will take when using the app
- This path is taken from launching the app to calling the necessary hotline
User Journey
What is it: User joruneys are the step by step journey that a user takes to reach their goal. It also
highlights the touchpoints,opportunities and delights in the process. In this scenario the
journey starts with the user feeling a lack of control over their day.
Low-Fidelity Sketches

Hi-Fidelity Iteration #1
Demo/Walkthrough
Usability Testing
Usability Test Plan
Objectives:
- Determine the user’s ability to navigate through the application
- Identify user’s pain points
- Determine each user’s thought processes while completing tasks
- Improve design functionality based on feedback
Test Method: In order to determine the usability of the application, users were given a set of 3 tasks and asked to record themselves completing these tasks as well as giving feedback on the overall functionality of the application. Notes were then taken based on user feedback to iterate designs.
Research analysis:
Moodboard

Takeaways
I learned that by using interface guidelines the actual design part of the project becomes a lot simpler and easier to do. I also learned the difference in designing iOS applications as opposed to Android applications. I also learned how to use the UI design kit that adobe provides within XD that makes designing interfaces much quicker and efficient. I learned new methodologies during this project that I can further develop.
What was the most challenging part of this project?
Personally the most challenging part of the project was coming up with an idea to tackle the solution at hand. It had been something that I had been doing for months on my own and diving more into understanding myself. That is when I knew what might be helpful for like minded individuals and the research only confirmed it.
How will you improve your design process for future projects?
For future projects, I can begin to take note of design ideas and inspiration and make more mood boards as this was helpful during this project. I also would like to develop more screens and functionality to the application.