UX Case Study
A mental health and wellness mobile app

Project overview

My role
UX Designer
UI Designer
Researcher
Interviewer
Timeline
May - Dec 2021
(6 months)
Themes
Mood log
Mental health
Tools
Figma
Canva
Marvel
UsabilityHub
OptimalSort

This project was my main case study from my UX Immersion course at CareerFoundry. It was my first experience of conducting a UX design project and lead me through the whole design process. I learnt the basics of UX design principles in great detail and was able to put them into practice.

Project contents

01 Context

Introduction

1 in 6 adults experienced a ‘common mental disorder’ such as depression or anxiety in the past week - NuffieldTrust

Since the COVID-19 pandemic first hit in 2020, our daily lives were shaken and we collectively formed new perspectives on life priorities. The fear and tragedies combined with the stresses of working from home has wreaked havoc on many peoples mental health sending them down a steep slope that is difficult to recover from. For others, this disruption was a wake up call and opportunity to check in with themselves and open the door to mental health practices.

Once deemed as taboo, 'mental health' has now become a priority for most.

Despite the looming statistics, people are becoming more comfortable engaging in conversations and seeking help regarding mental health issues. People are more aware of terminology and are actively seeking out resources and services to better themselves and others.

Self-care is essential.

Especially in younger generations, there is a huge social emphasis on 'self-care' and 'self-love'. People are starting to treat their mental health like their physical health and are taking the time to create routines and practices to help them feel their best.

What is the problem?

Despite being a fairly popular concept, many people struggle with getting started with their self-care routines and knowing where to look. This is often as a result of the viscous cycle many people experiencing mental health issues face; the more difficult a task, the less likely a person is going to feel able to start it, let alone be successful in completing.

People need an easy and accessible way to manage their mental health, access resources, and build healthy mindsets through routine.

The goal

To create Olive, a mobile app designed to help users by providing the tools and resources to manage their mental health however they feel comfortable, all from one place.

It provides a soothing environment for users to track their emotions, express their thoughts, and find the resources and information they need with minimal hassle.

02 Research

Competitor analysis

First I needed to scope out the market of mental health wellness apps by analysing competitors.

An in depth analysis of two competitor apps was performed; including objectives, strategies, market profile, as well as a SWOT analysis. By analysing apps that aim to solve similar problems, I can target any existing points of friction for users and thus design a better suited app for the market.

The SWOT analyses of the two competitor apps; Mindshift and WorryTree

Business requirements

Using this information I was able to define the business requirements of Olive. This set the direction for the project

Target audience
Young adults/students (18-35) experiencing stress or anxiety from burnout and are looking for ways to track and manage their mental health.
Competition
Meditation-based apps currently dominate the market for mental health; HeadSpace is the main competitor. Whereas in terms of therapy/self-reflection based apps, MindShift, Bloom and WorryTree are the main competitors.
Risk
The market may be too niche; the majority of people are not familiar with therapy terms such as ‘CBT’ so our app may be overshadowed by more popular apps marketed under ‘mental health’.
Opportunity
With that being said, there lies opportunity within the market to target and appeal to the specific demographic of people experiencing burnout and to provide them with a compelling product to help them on their journey to better mental health.

User research

In order to really understand the user’s needs when it comes to a mental health app I conducted user research using two methods to obtain a well-rounded scope. The questions and participants were chosen in alignment with the business requirements outlined above.

Survey📝
Tool: Google Forms
No. of participants: 22
No. of questions: 14
Data: Quantitative
Interviews💬
Tool: Zoom, Figma, Pen & Paper
No. of participants: 5
No. of questions: 12
Data: Qualitative

Research goals

  1. To check if the problem statement is accurate and reflects the mindset of users
  2. To identify the main causes and symptoms of mental health issues among young adults
  3. To find out how users currently deal with their mental health issues
  4. To gauge which features/functions would be most appealing to users

03 Conceptualization

Research analysis

Quantitative data

The data from the surveys was collected and analysed using the Google Forms software.

This way, I was able to quantify any trends and insights to provide a solid understanding of the general consensus surrounding mental health practices.

Bar charts showing some quantitative data from two questions asked in my survey

It was found that:

Qualitative data

The data from the survey and interviews were analysed in detail using affinity maps.

Statements and quotes were extracted from individual data sets which were then categorized under collective themes to expose key insights. In total I created six themes to sort the data with each colour representing an individual data set.

Examples of affinity maps for two out of the six themes

From these maps, the key insights were picked out:

Who are we designing for?

Creating user personas

From the research insights I was able to pinpoint user goals and gather information needed to create user personas.

User personas are great at personifying the project goals which makes it much easier to adhere to user-centred design principles throughout the project.

The user persona profiles of Jade and Erik

What do users want?

Based on the user research and subsequent user personas, I was able to confirm the core features for Olive.

The research insights highlighted a lot of information regarding the key demographics desires and requirements for a mental health app, hence the core features of Olive were designed in the hopes of solving these.

Olive's core features

  1. Mood log
  2. Search NHS mental health services
  3. Self-reflection questions library
  4. Journal

How will users feel?

User journey maps

I then created the following journey maps to better visualize the thought processes the personas will go through in order to complete tasks in the application.

Two examples of user journeys; completing a self-reflection question (Jade) and searching for a therapy service (Erik)

How will users navigate?

User flows

Another way to visualize the users journey through the app is via user flows; this way I can define each step the user requires in order to complete a task. These flows are extremely useful for the information architecture of the app.

User flows were created for each core function of the app in order to plan site structure.

Two examples of user flows; completing a self-reflection question and searching for a therapy service

Site map

With the user flows mapped out, I was then able to visualize the information architecture and create an initial site map for Olive. The sitemap was constructed with Olive's four main features in mind plus the standard settings area; thus 5 main subsections were mapped from the dashboard.

The initial information architecture of Olive shown as a site map

Optimising the structure

Card-sorting

This initial site map needed to be tested to justify the information architecture so I conducted a card sort to see how users interpreted phrases and labels.

I chose an open-card sort because I wanted the user to  categorise freely to create their most intuitive structures. This method was used to test the logic of the site map architecture and see how people associate the terms and functions of the app.

Type
Open
No. of participants
6
Tools
OptimalSort
No. of cards
19
Here you can see a screenshot of the data collected in OptimalSort, and the Similarity Matrix that was produced and annotated

The results were analysed and here you can see the similarity matrix. There seemed to be four distinct groups identified by the participants. However, there were some cards that did not seem to fit into these categories or were placed into an unidentified category.

Revised site map

With these results in mind, the initial sitemap was revised to create a more intuitive architecture for the user.

The main differences being that the ‘Self-reflection' function is now a subsection of ‘Journal’ and the addition of two subsections; 'Profile' and 'Mood Insights'.

The revised sitemap for Olive

04 Iteration

Wireframing

Rapid sketching

With the revised sitemap and core functions in mind, low fidelity wireframes were developed to map out screens

A thick marker pen and paper was used in order to limit the amount of detail and keep this initial wireframing process efficient.

Some of the low fidelity wireframes that I sketched on paper

The dashboard screen was the most important screen as it is the first screen that the user sees and will navigate from there so it was designed first; from here the user has direct access to other all sections of the app.

The navigation bar was another feature to focus on which drew inspiration from many other apps' flat navigation style. This style was chosen so that the user has quick and easy movement through the app and the menu is present on most screens.

Mid fidelity wireframes

The sketches were then developed into mid-fidelity wireframes using Figma.

The mid fidelity prototypes look much neater compared to the low fidelity ones and contain a little more detail. This enabled me to refine the navigation and architecture of the app to create a logical flow for the user.

Some of the mid fidelity wireframes made using Figma

The mid fidelity wireframes were then formed into an interactive prototype to be tested with users.

Usability testing

Before going any further with the designs, I conducted some usability tests in order to observe how well the app measured up to the users’ expectations.

Goals
  • To identify any pain points or issues for the user experience
  • Check to see how intuitive the navigation and features are
  • Gather general feedback to optimise the design for our target demographic
Test objectives
  • To observe how users navigate through the app; from onboarding up to completing tasks
  • Test whether users can log their mood efficiently and effectively
  • Test if users can search for a therapist easily
  • To observe how fluently the user interprets the features of the journal section
  • Gather feedback on general app experience and any pain points
Session details
  • 5 sessions were moderated remotely
  • 1 session was moderated in-person
  • Each session lasted around 30 mins
Participants
  • 6 participants
  • Each participant read through and signed an informed consent form
  • Participants were asked 5 background questions before completing 3 tasks using the Olive app prototype
  • All participants used a desktop to test the prototype
Tools
  • The sessions took place using the Zoom software to both host and record them
  • The prototype was developed and presented using Figma
  • Pen and paper were used to note down feedback during the sessions
Metrics
Errors were measured using Jakob Nielsen’s rating scale:
  • 0 = I don't agree that this is a usability problem at all
  • 1 = Cosmetic problem only: need not be fixed unless extra time is available on project
  • 2 = Minor usability problem: fixing this should be given low priority
  • 3 = Major usability problem: important to fix and should be given high priority
  • 4 = Usability catastrophe: imperative to fix before product can be released

In order to ensure thorough and smooth testing sessions; a test plan and script were created.

Analysing the data

The feedback from the testing was recorded and analysed using the 'Rainbow Spreadsheet' technique. This way we can add a quantitative aspect to the qualitative data.

The sessions were first analysed using affinity maps which were then cross examined and compiled into the rainbow spreadsheet. Each colour represents a different participant. The errors were scored in terms of severity using the metrics outlined in the test plan; the higher the error score and total, the more severe the issue was considered.

The affinity map created from the usability test data
A screenshot of the rainbow spreadsheet showing the quantitative analysis of the usability tests

What I found

The usability testing revealed that the prototype was well-received as all users were able to complete all tasks; however, it did expose some flaws in app architecture, especially surrounding the mood log feature.

issue 1
Confused about where to find their mood log data (high)
50% of participants asked and actively tried to look for mood log data and were slightly confused by what the insights section would provide.
issue 2
No key word search for therapy services (medium)
50% of participants wanted to enter their own words to search with.
Issue 3
Not all input options not available during journal entry (medium)
2 out of 6 participants made it clear that they would want to add multiple medias for their entries.
Issue 4
Confused about how many options to select in mood log (medium)
50% of users asked whether or not they were able to select multiple inputs during the mood log activity.
Issue 5
Labeling emotions as 'positive' or 'negative' is too binary (medium)
2 participants felt particularly strongly about these labels being too restrictive and possibly make the user feel guilty which defeats the purpose of the mood log. A third participant suggested for the user to select their specific emotions only and log those in detail.

Iterating

Revisions

The findings from the usability tests were taken on board and used to revise the prototype. As highlighted, the mood log feature seemed to be a pain point for most users and needed serious revision.

The overall function and structure of the ‘mood log’ was redesigned as seen here.

The initial (top) and revised (bottom) mood log feature for Olive

Previously, the users would follow a very simple process of selecting their emotions and activities from an existing library with the option to customize them and add any details to their day. Users felt that it was not specific enough to track their moods over time - something was missing.

In the revised version the user has the freedom to choose their own labels and rate them quantitatively to provide a more detailed look into their moods over time.

Now with the functions and architecture verified by user feedback, the mid fidelity screens were adapted into a high fidelity prototype featuring colours and graphics to compose the UI.

05 Final Solution

Final screens

There were many iterations of the high-fidelity screens as new insights were discovered throughout the process; from peer reviews, operating system guides, and accessibility guidelines, etc.; below you can see the final high-fidelity screens.

Interactive prototype

06 Looking back

I am proud of my first attempt at a UX project and am keen to learn more. It was really fascinating to learn what thought processes go on behind the scenes to produce a web application.

UX Design

This project took me through the UX fundamentals in great detail.

Olive was my primary project for my 'UX Immersion' course with CareerFoundry; my aim was to learn about the UX design processes and principles which I believe was successful. I gained hands-on experience of each design stage in detail; from user interviews and persona building, to rapid sketching and Figma prototypes.

What I would change

I do think it is possible to have an app that does it all; mood log, journal, and therapy search; however, for a small scale project like this it may have been too ambitious.

Looking back at the conceptualization of Olive, I feel that I fell into the trap of trying to make everybody happy when in reality its okay to be niche sometimes. I had initially planned to focus around the mood log feature and self-reflection questions, however, I found myself snowballing together more features as they were suggested by potential users. I feel like this mistake eventually cost me in terms of overall user experience; the information architecture and flow could be improved to be cleaner and flatter (fewer clicks to get places).

UI Design

I am looking forward to learning more about UI design.

During this course I was introduced to some basics of UI design, however, I understand that it is an entirely different discipline to UX. Looking back at the final screens I can see that there is room for improvement and I am eager to learn about the principles and practices behind beautiful interfaces.

Future iteration

I am currently working on a revised version of Olive.

As mentioned, I think there are lots of things I can improve on for Olive. I have since completed a specialization course in UI design and am keen to apply my new knowledge.

Check back soon!

Thanks for reading!

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