UX Design | UI Design

"A mental illness is a disease that causes mild to severe disturbances in thought and/or behavior, resulting in an inability to cope with life's ordinary demands and routines.”

The research took me the users personal space, known better their daily process, and the way the users currently manage different types of stress and anxiety. Some interesting observations were to see the other side of "Design", instead of being there with a design mind, this opens the research to have more empathy and understanding of the different behaviors this personas have.

Problem


How might we help ourselves when stress or anxiety comes spontaneously and don't let us function properly either in our workplaces or at home.

Research + Findings

User Pain Points
Persona 1

"Sometimes when I feel depression or anxiety, I try to walk my dog or get my mind distracted, sometimes is hard because my thoughts get blocked, and most of the time I can't think properly."

Persona 2

"Having 5 classes and working in the dorm sometimes drain me and most of the time I get stress which affect how I perform in my classes."

Persona 3

"Art is more than just painting, it is a way to relieve stress, to distract yourself when you are having a bad day. Drawing or doodling can tell and show so much!"

How might we...


Key Findings


"Art therapy is a form of expressive therapy that uses the creative process of art to improve the physical and psychological well-being of the patient. The expression of one's emotions through art can help solve problems of the past and can help improve self-knowledge, self-esteem, emotional control, reduce stress and anxiety, improve the state of consciousness, attention or creativity"

According to Psicología Clínica, Jonathan García-Allen

Project Goal


I combine art therapy into the solution after interviewing a psicologyst who had been using this technique and successfully helped his patients. The approach to this problem was create an application that allowed users to express themselves in a wordless way. This application also allowed users to have a "share" option, which let them have close friends or family members to see their canvas and interpretate emotions together.

This research niche college students that are halfway to graduate or are about to graduate. After interviewing the personas I did AEIOU framework, shadowing the users for 8hrs and observing their interactions. One of the users allowed me to be in their personal environment, and we also talked about how the persona manage the breakdowns. The other users allowed me to interview them as well, but those interviews became more as a conversation about how they feel during and after the breakdown; and how many of them seek for help when is need it.


Design Process


Before we start working on the low-fidelity, we sketch different interactions and define which one works the best for our target audience.

Testing Process


The research took me the users personal space, known better about their daily rutine, and the way the users currently manage different types of mental illnesses. The interesting part was to see the other side of project, understanding better user needs and how this took the research to a more empathic solution.


By using the "How might we..." we started Phase One of the prototypes by creating paper prototypes and testing them with the real users. After Phase One we tested with the users how was the dynamic of drawing directly on paper, and how was it in digital to proof one of the prototypes, we called "paper vs. digital." Another test we did was Phase Two that guide us into Prototype 2.

In Phase Three we adjust the feedback users gave us by using a low fidelity prototype. In this Phase, we discard two out of the three prototypes we did for the three "How might we...". In this phase of testing, we added the feedbacks of the "paper vs. digital" tests and organized more how the user was using it and when they were using it.

Wireframes


UI Design


Prototype