PROJECT
Health Tech
0 to 1 Design
Web + Mobile
overview
Patients in remote mental health care often feel confused by unclear follow-ups, which undermines their trust in providers. To address this, we aimed to create a streamlined communication system that improves follow-up procedures and guides patients more effectively through their mental health journey. User interviews revealed significant gaps in clarity and communication, leading to anxiety and a sense of feeling unsupported.
DATE
February 10, 2025-
April 1, 2025
MY ROLE
UX/UI Design Lead
TOOLS AND TECH
Figma
Adobe Illustrator
Procreate
Airtable
Asana
CORE TEAM
1 UX/UI Designer
1 Developer
1 UX Researcher
1 Motion Graphics Designer
Step 1: research and inspiration
Understanding what’s missing from today’s healthcare experience.
We noticed a few key themes and findings.
Difficult to use the tech + often not user friendly
Like using telehealth for ease, but feel there can be lack of rapport with provider
Feel disconnected from provider and community between appointments
Difficult to keep track of medications and symptoms
User Problem
We took a look at what options currently exist in the market, to identify key areas of improvement.
Step 2: Ideating and prioritizing
We started with a feature brainstorm..
Step 3: design!
Based on our research and user testing, we identified a clear opportunity to guide users toward engaging with a mental health game. We designed a task flow to map out the key steps users would take within the app to reach this experience.
step 4: a/b testing
We tested two chatbot functionalities. The first functionality had clickable answers that users could choose from while conversing with the chatbot. The second functionality allowed users to type in their own answers.
Our research told us that users preferred to type in their own answers. They said it felt more personalized and specific than choosing from pre-defined answers.
We tested a feedback feature where users could rate how much better they were feeling after engaging in the app, specifically after playing one of the games. They were able to choose between clickable answers, or a slider scale.
Our research told us that users preferred to give more detailed feedback about their mood by using the clickable buttons. They said it felt like they could more accurately describe their mood.
66.7% of participants preferred manually typing their responses, indicating a strong preference for open-ended input.
16.7% favored selecting prompts, suggesting a segment that values convenience and simplicity.
Over 80% of participants felt the gamified activity motivated them to complete daily check-ins, keeping their provider updated.
16.7% were uncertain, suggesting potential for further improvement.
Overall, respondents did say that they were very satisfied with a gamified process for managing mental health and communicating with a healthcare professional.
“A chat for my therapist and I to talk would be really nice.”
“Maybe an option to connect to the provider directly if needed..”
“The games are very engaging so maybe a prize for completion would be nice.”
“More games, maybe rewards or something as an incentive.”
Step 5: visual + UI design
We defined our grid and spacing guidelines.
We built a library of icons and illustrations to be used throughout the app.
We used those atoms and molecules to build components.
step 6: high fidelity mockups
To illustrate the complete user experience, we created a high-fidelity, interactive prototype. It not only showcased the final design but also streamlined our handoff process with the development team.
We will improve some existing features and add more features that users indicated they would find useful.