Moo'd

Role

Lead UX Designer

Timeline

October 2024 - Present

Team

2 PMs, 2 Designers, 4

Developers

Skills

Product, User Research,

Branding, Figma

OVERVIEW

Mental health is a topic of special concern for college students. The pressure to perform academically on top of navigating personal relationships and professional development often leads to high levels of stress, anxiety, and depression. It can be especially daunting to address these mental health issues when it can feel like just another thing on the to-do list.

OUR CHALLENGE

How might we create an engaging platform that empowers students to be proactive in their mental health struggles?

How might we create a platform that allows guests to make the most out of their Picnic Day?

How might we create a platform that allows guests to make the most out of their Picnic Day?

OUR APPROACH


We began by getting a better grasp on the subject of mental health in college-aged students. Our researchers examined existing literature published by Cambridge University Press on the subject finding:


  • Roughly 20.3% of college students experienced mental health disorders over the course of a year1

  • Only 16.4% of those students with mental health disorders received adequate treatment1

  • Early intervention and prevention might reduce attrition and improve mental health outcomes1

UNDERSTANDING THE PROBLEM

With all of this in mind, we became more attuned to the general scope of the subject at hand. However, we needed more information on our specific target audience: UC Davis students. We conducted a survey of students and discovered some common trends. Overall, students wanted:


  1. A platform where they could navigate their emotions, reflect on how they're feeling, and just vent.

  2. Ways to keep track of their mood, set reminders and goals, and find important resources.

  3. A space that felt safe, user-friendly, and overall calming.

In addition to the general subject of mental health, we wanted to get a better understanding of how existing digital platforms have tackled similar themes. We looked at an interview study examining mood-tracking apps and found that:


  • Mood trackers promote self-reflection, self-awareness, and help user view their emotional patterns2

  • Users gravitated towards features that involved personalization and also liked design simplicity2

  • Gaps existed for users when it came to finding ways to improve or understand their mood2

With our research done, I began creating the design's structure and finalizing its functionality. I synthesized the information we gathered during research and turned them into tangible solutions combatting key needs and pain points. Key features included cow customization, a game system, resources, activities, and more.

With our research done, I began creating the design's structure and finalizing its functionality. I synthesized the information we gathered during research and turned them into tangible solutions combatting key needs and pain points. Key features included cow customization, a game system, resources, activities, and more.

With our research done, I began creating the design's structure and finalizing its functionality. I synthesized the information we gathered during research and turned them into tangible solutions combatting key needs and pain points. Key features included cow customization, a game system, resources, activities, and more.

WORKING TOWARDS A SOLUTION

With an idea of our general feature list established through group deliberation and research synthesis, I worked to create a user flow that guided my designs. Simplicity was at the forefront of my design. In the user flow, I created an intentionally small set of user decisions. The app is meant to be straightforward, focusing mainly on basic features and a few advanced functions.

The logistics were settled. Now it was time to establish the look. Because our research suggested users wanted a calming experience, I opted for color palettes that were on the muted side. I suggested the group lean into pastels and others colors that are known for their association with balance. In my sketches, I established a basic architecture for the app, including resources, mood tracking, and a self-care pet.

The logistics were settled. Now it was time to establish the look. Because our research suggested users wanted a calming experience, I opted for color palettes that were on the muted side. I suggested the group lean into pastels and others colors that are known for their association with balance. In my sketches, I established a basic architecture for the app, including resources, mood tracking, and a self-care pet.

The logistics were settled. Now it was time to establish the look. Because our research suggested users wanted a calming experience, I opted for color palettes that were on the muted side. I suggested the group lean into pastels and others colors that are known for their association with balance. In my sketches, I established a basic architecture for the app, including resources, mood tracking, and a self-care pet.

In my lo-fidelity designs, I focused on getting a general sense of the visual expression of my established information architecture. I worked on card design, questionnaire navigation, basic buttons, and progress indicators. From here, I got feedback from design mentors and collaborated more closely with our team's graphic designer to improve the app's design.

In my second iteration, I leaned more heavily on the color palette established by my fellow designer. I started working with our digital assets and implemented them into our design to give it a more unique quality. During our second round of feedback however, our group decided it was best to work in a more limited color palette to enhance visual branding. We also wanted to revisit our typeface choice to improve clarity.

FINAL DESIGNS

DESIGN ASSETS

The app is currently undergoing user testing and development with Swift and Xcode. Currently, my role on the project has transitioned primarily to marketing, assisting the developers, and guiding testing as needed. We are planning to launch to the App Store by the end of the year to over 40,000 students .

OPENING + LOADING PAGE


  • Colorful, engaging design

  • Progress indicators

  • Consistent iconography

  • Clear branding via design assets

HOME + QUESTIONNAIRE PAGE


  • Clear color themes and branding

  • Simple, welcoming design

  • Microinteractions and user feedback

  • Interface customized to user habits

HOME + QUESTIONNAIRE PAGE


  • Clear color themes and branding

  • Simple, welcoming design

  • Microinteractions and user feedback

  • Interface customized to user habits

HOME + QUESTIONNAIRE PAGE


  • Clear color themes and branding

  • Simple, welcoming design

  • Microinteractions and user feedback

  • Interface customized to user habits

RESOURCES + INDIVIDUAL PAGE


  • Easily save and view recommendations

  • Organized exploration with slides

  • Filterable search with the use of tags

  • Personalized activities and resources

RESOURCES + INDIVIDUAL PAGE


  • Easily save and view recommendations

  • Organized exploration with slides

  • Filterable search with the use of tags

  • Personalized activities and resources

RESOURCES + INDIVIDUAL PAGE


  • Easily save and view recommendations

  • Organized exploration with slides

  • Filterable search with the use of tags

  • Personalized activities and resources

The final designs implement the feedback from previous iterations and expand upon the apps basic functionalities. Microinteractions, achievements, pop-ups, responsive button design, and more were added to enhance interaction. Resources, questionnaire copy, and graphic design assets were added to finalize.

The final designs implement the feedback from previous iterations and expand upon the apps basic functionalities. Microinteractions, achievements, pop-ups, responsive button design, and more were added to enhance interaction. Resources, questionnaire copy, and graphic design assets were added to finalize.

The final designs implement the feedback from previous iterations and expand upon the apps basic functionalities. Microinteractions, achievements, pop-ups, responsive button design, and more were added to enhance interaction. Resources, questionnaire copy, and graphic design assets were added to finalize.


SOURCES

1Auerbach, R. P., Alonso, J., Axinn, W. G., Cuijpers, P., Ebert, D. D., Green, J. G., … Bruffaerts, R. (2016). Mental

disorders among college students in the World Health Organization World Mental Health Surveys.

Psychological Medicine, 46(14), 2955–2970. doi:10.1017/S0033291716001665


2Schueller, Stephen M, et al. "Understanding People's Use of and Perspectives on Mood-Tracking Apps:

Interview Study." JMIR Mental Health, JMIR Publications Inc., Toronto, Canada,

mental.jmir.org/2021/8/e29368.

Moo'd

Role

Lead UX Designer

Timeline

October 2024 - Present

Team

2 PMS, 2 Designers, 4 Developers

Skills

Product, User Research, Branding, Figma