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Bliss is a mental health app that I created to expand my knowledge and skills in User experience (UX) research and UX design. Through this project I went through the user research process, empathizing with users, building low-fidelity and high-fidelity wireframes, and conducting a usability study. The purpose of the mobile application is to create a positive impact towards the user's mental health and motivate users to implement healthy habits into their routine. 

Written Report: 

Need Finding - User Research

Target Users:

The target users for the product will be for adults whose mental health has been affected by the pandemic or who are interested in finding ways to improve their physical and mental health. This may consist of adults who are in college, have a job, or have a lot of stressful factors in their lives and want to find different ways to improve both their mental and physical health as well as setting up reminders throughout their busy day.

Focus Group

Participants
          1. Davis: Male, 19 years old.
          2. Jessica: Female, 22 years old.
          3. Grace: Female, 24 years old.
          4. Eric: Male, 27 years old.
( Questions and responses are available in the full report )

Need finding Survey

There was a total of 74 responses all between the ages of 18-27.

Survey Results:

  • 73% of our participants were either full time or part time employees.

  • 90% of our participants stated they experienced some sort of mental issues whether it ranged from sleep disruptions to depression.

  • The average rate for the participants mental health was a 7, on a scale from 1 to 10.

  • 95% of participants don’t use a mental wellness app.

( Questions and responses from the survey are available in the full report )

Personas

Persona 1: 
Persona 2: 

Storyboard

Persona 1: Emily is stressed out with exams. The application sends Emily a reminder that she needs to meditate today. Meditating helps calm Emily's anxiety down.

Persona 2: Kevin had a very anxious day at work and is not feeling mentally well. The application recommends Kevin to do some yoga. Kevin feels more relaxed after doing yoga. 

UI Processing

Design and UX Goals 

The design goals of the application are to create a positive experience towards the user's mental health and motivate users to implement healthy activities into their routine. I want the application to be easy, efficient, and useful to use for all age groups. I have also incorporated pleasant colors, calming backgrounds, and a simple, minimalistic design for aesthetics as well as for the features of the application.

 

The design goals fall under two different categories:

Task Based:

  • The user can create their own personal account to sign in.

  • The user can select a healthy activity to work on.

  • The user can take a personalized quiz that recommends the best activity for the user to do based on their results.

User-Experience

  • Efficiency - Application is easy for the user to navigate through and easy to learn the first time when using the application.

  • Effectiveness – Users can achieve their desired goals through the application.

  • User Satisfaction - Users like using the application and recommends it to their friends.

Mood Board

Style Guide

Design Description

Branching Storyboard

Low-Fidelity Wireframes

Login Screen
Sign Up Screen
Home Screen
Quiz
Side Menu

High-Fidelity Wireframes

Welcome & Login Screen
Create An Account
Home Screen
14a.PNG
Quiz
14.PNG
14a.PNG
Quiz Result
Home Screen After Completing the Quiz
Side Menu

Usability & Evaluation

Wizard of Oz Study

During the Wizard of Oz Study, I gathered six participants to go through the app prototype. I also ask the participants to complete two task, create an account and complete the daily quiz. 

Following the experiment, the participants were asked a series of questions to better understand the users experience while using the app. Asking these questions allowed me to understand what they felt was difficult, easy, and how the app can be improved. The questions included:


● Were the buttons/layout of the app easy to follow along to?
● What did you wish was included in the application?
● Was navigating through any of the tasks difficult?
● What was your favorite part of the application? Why?
● Do you have any suggestions to improve the design of the app?

Results of the Experiment

Positives

  • 5 of 6 participants thought that the app was very aesthetically pleasing.

  • The app was easy and simple to navigate. The buttons did exactly what the participants expected it to do such as the back arrows.

  • 4 of 6 participants said that their favorite task was completing the daily quiz.

 

Negatives

  • One participant mentioned that they wish the background could be more consistent and that it’s a bit distracting.

  • All participants wished the quiz could save their results. Or have a way to look back at their results.

  • Two participants noticed that after you get your result from the quiz, there’s not a way to go back and change your answers.

Improvements that need to be made.

Some changes to the application that will be made in the future include:

  • Assuring that every page has a back and/or home button to every page on the application. – This will allow users to feel comfortable navigating through the application.

  • Create a page where users can go back and see their results from the quiz and have a way to look back at the advice that was given instead of starting a new quiz every time.

  • Make the application more personalized – Ex: “Welcome Nicole!”

  • Create a logout button. – This will make it easier for the user to log out of their account instead of having to go through the menu and settings.

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