Mind mate

A therapy software designed for people dealing with mental health concerns.

Role - UX Designer

Timeline - 5 weeks.

Problem

“Current Applications in the market do not provide adequate assistance to people. Poor implementation & Design can lead to disengagement and lack of improvement.”

Context

In Great Britain, one in five (Roughly 21%) adults over the age of 18 reported having depression of any kind. With 37.6% of people with severe symptoms of common mental disorders.

Reasoning

Scalability:

  • A successful mental health app can be scaled to reach a global audience.

  • Can open up new revenue streams (Subscriptions, in-app purchases and targeted advertising.)

Mental health issues:

  • Around 25% of the population in the UK will experience a mental health problem each year.

  • To contribute to the overall solution to this problem.

Meeting a growing demand:

  • The demand for mental health services has been on the rise in recent years, and this trend is expected to continue.

  • A mental health app that addresses the needs of users and provides effective therapies is a valuable resource for users and a profitable business.

Problems with current mental health apps.

ACCESSIBILITY

Some mental health apps may not be accessible to all users, due to factors such as cost or lack of availability in certain regions.

LIMITED PERSONALIZATION

Some mental health apps may not offer a high level of personalization, making it difficult for users to tailor the app to their specific needs and preferences.

EVIDENCE BASED PRACTICES

Some mental health apps may not be based on evidence-based practices, which means they may not have been proven to be effective in improving mental health outcomes.

LIMITED SUPPORT

Some mental health apps may not provide ongoing support or resources, such as therapy sessions or community forums, which can be important for users seeking ongoing support.

Why design thinking process?

Design thinking approach to emphasize empathy and user-centered solutions. This approach can be particularly useful because it allows for a deep understanding of the needs and experiences of those who will be using the app.

  • 1. User Centered

  • 2. Empathy

  • 3. Iterative Process

Lets talk Numbers!

Background research was conducted, as well as interviews and surveys, to determine the pain points, goals, challenges, and needs. Affinity maps, empathy maps, and personas were created based on key insights.

potential competitors

These mental health apps tend to have user-friendly interfaces and visually appealing designs, with clear menus and easy access to different features. They also offer a range of tools and resources to support users in improving their mental health, such as therapy sessions and mindfulness exercises.

Understand and empathize the target users.

Proto personas played an important role in this project by serving as a common reference point, helping to align the target user's needs and goals, and guiding design decisions throughout the project.

Key Features

Personalisation

Allowing users to set their own goals and track their progress can make the experience more personalized and meaningful.

Professional Support

Connecting users with trained professionals can provide a level of support and accountability that can be very helpful.

Education & Resource

Providing educational materials and resources can help users better understand their mental health and how to manage it effectively.

Engagement

Gamification, Creating a social environment and other interactive elements can help keep users engaged and motivated to use the application.

Prototyping

After the changes from the user feedback High fidelity prototypes were created after taking user testing feedback and results into consideration.