
Duration: October 2021 - December 2021
Course: Google UX Design Certificate
My Role: UX & Visual Designer
Carefree App
Mobile App & Website: Carefree is a mental health support app for individuals who have been highly impacted by the pandemic.
Problem: Rates of anxiety and depression have quadrupled in 2020-2021, in comparison to 2019. There’s a true need for services that provide a safety net for individuals facing hard times, especially now.
Goal: Carefree offers mental health support through insightful articles, tools based on cognitive behavioral therapy, and social groups.
User Research
My research goals consisted of understanding the impact of the pandemic in people’s day-to-day lives, current coping mechanisms, and mental health challenges they face.
By empathy mapping, I discovered two distinct user groups - high and medium impact.
Pain Points
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Major life changes
Pandemic brought large changes in a short amount of time (such as job loss, business closures) they struggle with uncertainty of their future.
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Baseline of fear
They feel hesitant and wary of in-person social interactions, can’t enjoy being in large groups without fear in the back of their minds.
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Social isolation
They feel isolated at a time when they need social support the most.
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Coping mechanisms
Sometimes the activities, or coping mechanisms they have to escape bad days don’t really help, doesn’t bring relief.
Amzi - High Impact
Amzi is an unemployed line cook, highly impacted by the pandemic, who needs effective coping tools to navigate major life changes because they want to feel better, and make progress towards a brighter future.
Mina - Medium Impact
Minna is a busy parent working from home, somewhat impacted by the pandemic, who needs better work-life balance because they want to feel rested, and regain some sense of freedom.
Personas, Amzi & Minna
Digital Wireframes
In Figma, going from sketches to wireframes, design gained details and clarity.
Explore helps users find relevant articles, Social addresses user needs for peer support, and Tools guide users in reframing thoughts, feelings, & behaviors.
Usability study findings
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1. Using search
Because the search and filter icons were too close together, some people had trouble tapping on search. Users need better spacing between nav icons.
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2. Completing a tool
Most people had difficulty completing the tool, because they were unfamiliar with swiping through the card stack. Users need alternative paths to complete the tool.
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3. Joining a group
Because of an ambiguous label and icon, most people couldn’t find and join a group. Users need a more intuitive label and icon for the screen that houses chat and groups.
Mockups
In the lofi prototype, people had difficulty tapping search, interacting with the card stack, and finding groups.
So I made a few changes:
Improve spacing
Add arrows
Change label & icon
Accessibility Considerations
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Color Contrast
All text and icons meet WCAG standards, by passing AA.
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Voice Search
Provides users with quick access to search without keyboard input.
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Font Size
Larger font size (body text at 18pt) increases readability for people with varying sight abilities.
Refined Mockups
High-Fidelity Prototype
Final hi-fi prototype maintains the core flow in the lo-fi, and includes changes from usability studies #1 and #2.
View hi-fi prototype on Figma
Sitemap
After learning from the app designs, I created a simplified and focused sitemap. As a broader entry point, the website goal is to educate users on app features, allow them to try features, and prompt downloads.
Responsive Designs
I wanted to extend the visual design language I started in the app, by including the same colors, type, illustrations, icons, and rounded layout shapes. I love how visual design brings a product to life.
Takeaways
Impact
Users shared that the Carefree app had effective features to support their mental health.
“I think mental health goes neglected. So having many different groups you can join, articles you can read, is really something that I think a lot of people can benefit from.”
- Usability Test Participant
- Peer Feedback
What I learned
I learned that the subject matter of mental health can be challenging and heavy at times, but also rewarding. I felt lucky to be able to listen to people open up about their own struggles and journeys. Through 3 rounds of usability studies, it was satisfying to validate design changes, and see in real-time the experience improve for users.