I SEE MYSELF

Improving mental wellness for Gen Zers through gamification

MY ROLE: Research, UX and UI TIMELINE: 4 weeks

INTRODUCTION

I See Myself is an early-stage startup mental health app that personalizes, gamifies, and socializes wellness for Gen Zers. At the time, they had conducted research and established the basics of their user interface.

Our team stepped in to improve their Minimum Viable Product (MVP), and utilized research and analysis from their previous design to further refine a gamified user experience.

PROBLEM

Because of the pandemic's isolation and unpredictability, mental health has become increasingly important, however it can be a difficult discussion to address and taking care of one's mental health can be challenging. Current applications are oriented for the millennium demographic and focus on one activity and passive care. The goal was to design an app that would allow users of the Gen Z demographic to incorporate positive psychology activities into their daily lives in order to preserve mental wellbeing.

TEAM

Sree Kathiravan - CEO

Contractors:

  • Vanina Trogolo - UI/UX Designer

  • Ryan - UI/UX Designer

  • Mei - UI/UX Designer

  • Charlie - UI/UX Designer

BUSINESS GOAL

RPG-style mobile gaming app that will use empirically backed happiness quests.

Their goal is to solidify a design solution that could gear the product towards the Gen Z population that would be:

  • A fun product that motivates continual use

  • Focuses on mindfulness reasoning and tasks to complete exercises with rewards or incentives for points

  • Has a messaging function that promotes vulnerable conversations outside of quest activities

MY ROLE

In collaboration with a team of 4 designers, I:

  • Conducted research on mindfulness activities­

  • Iterated and expanded upon their current screen designs for the initial user flows

  • Developed lo-fi wireframes and high fidelity mockups

  • Created a mindfulness quest with teammates playing alongside each other

  • Produced a prototype

SOLUTION

Using gamified happiness principles to improve overall well-being and motivate continual use

Group Games

  • Gamified happiness tenets to level up your wellness

  • Opportunity to do different daily quests

  • Grouping different positive psychology tasks by category

  • Learn happy habits through content library

1

Accountability Partners

  • Team up with friends for bonus points

  • Increase chances of accomplishment up to 95*

  • Accountability partners provides source of intrinsic motivation

    *according to the American Society of Training and Development

2

Sense of Community

  • Get motivated by your social network

  • Chat messaging feature to engage with teammates

  • Know when friends are online

  • Options to type, record voice, and attach images

3

RESEARCH

Gen Z is going through a mental health crisis with loneliness as a key factor [1]

Our first task in improving I See Myself's MVP was to dive into their ethos, business goals, existing research, and project documentation. Their goals are based on the following:

With those insights, the 3 major tenants of I See Myself are:

Foster Social Connections

Alleviate Anxiety

Encourage Happy Habits

COMPETITIVE ANALYSIS

Key finding 1 - Gamification feature missing from most wellness apps

A comparative research was provided by the client to establish the features that make mental wellness apps on the market effective and help in users' mental wellbeing.

WHITE PAPER RESEARCH

A way to achieve goals with 95% success…

While researching the topic of goals, motivation, and achievement, I came across this eye-opening statistic from the American Society for Training and Development:

“..people are 65 percent likely to meet a goal after making their goal public. But their chances of success increase to 95 percent when they have a specific accountability partner to report to”

Key finding 2 - The competition had no ACCOUNTABILITY aspect

Considering the above statistic, I also examined these popular apps surrounding the goal/productivity space. In my research I found none of them had an accountability partner to motivate or help the user reach their goals. This presented an opportunity for me to include a team players option for an accountability aspect in the solution.

PERSONA

The startup had previously conducted interviews with potential users and the persona that was determined from those findings was factored into our design. They found that almost every potential user stated they didn’t rely on parents as a support system. Discussions about mental health with family members were generally less popular than discussions with friends. This information created the opportunity to add group activities and messaging that would allow for vulnerable conversations and relationship building

In creating a Gen Z persona, their primary user group was a student transitioning from high school to college and experiencing some mental health challenges, where the coping strategies they had used in the past resulted inadequate for them. In order to effectively target Gen Z, we must adapt our wellness strategy to accommodate their familiarity with smartphones, as these devices have been in their hands for most of their lives.

A product that would help Katie learn new habits and maintain her mental wellness in check 

USER FLOW

Defeating the Stress Serpent - Main feature flow of completing a mission

Based on our team’s brainstorming session, we started moving the needle in terms of incorporating a role playing game by using mindfulness reasoning and tasks to complete an exercise, while earning rewards and incentive for points.

LO-FI WIREFRAMES

Game Element - Completing mindfulness actions as a pathway to moving the story forward and staying present

The low fidelity screens were designed based on a mindfulness quest, where users were asked to record three things they saw, heard, and touched. This quest aimed to promote mindfulness by encouraging users to stay in the present moment, and it provided an excellent opportunity to integrate unique features and encourage communication among friends.

VISUAL DESIGN

Keeping with the client's preference

We stayed with the client’s preferred astronaut theme while including some space elements to align with the brand's feel. Keeping a friendly and approachable style in combination with a space theme, we chose a font that is futuristic but readable.

MOBILE APP DESIGN

Applying the visual design to the wireframes… and a few iterations

We iterated on the initial design and made some slight updates to the wireframes after discussing including a condensed instructions page, and separation of the streak and points icons on the top bar to reduce clutter. We also removed the user’s name in top bar since the profile icon serves the same purpose.

New features aimed at enhancing team dynamics were also introduced with the high fidelity screens. The introduction of a messaging interface would enable both typed and audio messages to be sent during a quest. It was also now possible for team members to see what each other had completed as part of the tasks, and quests could not be completed without all team members completing each step. As a result of these improvements, users should feel as if they are truly on a quest with their friends, working together and holding each other accountable. Our main goal being to give an overall sense that these types of discussions are not only acceptable, but encouraged.

Happy Habits

Maintain Wellness

Stay Connected

REFLECTIONS

As someone who is always looking to expand my horizons in the UX space to advance my knowledge in the field, I See Myself’s mission greatly resonated with me and it was exciting to be a part of this Gamification MVP improvement project. This exposure to gamification in UX gave me the opportunity to use the technique of inserting game mechanics into non-game products, and it taught me the potential it has to influence, motivate users to achieve tasks, and increase people's engagement. Using game elements to tell a story around what players are doing as my first start-up was fascinating.

NEXT STEPS

As they were still in the early stages of their business, many aspects of their brand and product were not fully formed, and their time and resources were limited. A full product could not be completed due to the time constraint and scope of the project, so the next step would be to develop a product that included:

  • Conducting Usability testing

  • Creating more storyline / game quests

  • Iterating designs so they are seamless and ready for development hand off

REFERENCES