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

  • 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.

  • 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.

  • Social isolation

    They feel isolated at a time when they need social support the most.

  • 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

  • 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.

  • 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.

  • 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:

  1. Improve spacing

  2. Add arrows

  3. Change label & icon

Accessibility Considerations

  • Color Contrast

    All text and icons meet WCAG standards, by passing AA.

  • Voice Search

    Provides users with quick access to search without keyboard input.

  • 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.

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