Bloom

UX/UI Design

UX/UI Design

An app that teaches about mental health conditions in a fun and engaging way, by focusing on sharing knowledge it empowers those affected to feel seen and more confident.

An app that teaches about mental health conditions in a fun and engaging way, by focusing on sharing knowledge it empowers those affected to feel seen and more confident.

Role

Role

UX/UI Designer

UX Researcher

UX/UI Designer

UX Researcher

Tools

Tools

Figma, Google Forms

Figma, Google Forms

Team

Team

Bushra Habibah

Bushra Habibah

Duration

Duration

Jan 2025- April 2025

Jan 2025- April 2025

The Problem

The Problem

Many young adults struggle to access accurate, engaging information about mental health conditions due to misinformation and unreliable sources online. This contributes to misunderstanding, stigma, and lack of support for those affected. There's an opportunity here to create a meaningful and engaging tool that teaches users, thus spreading awareness and overall empowering those affected.

Many young adults struggle to access accurate, engaging information about mental health conditions due to misinformation and unreliable sources online. This contributes to misunderstanding, stigma, and lack of support for those affected. There's an opportunity here to create a meaningful and engaging tool that teaches users, thus spreading awareness and overall empowering those affected.

The Goal

The Goal

Create an engaging credible tool that teaches young adults about mental health conditions, aiming to empower those affected to feel seen, accepted and understood.

Create an engaging credible tool that teaches young adults about mental health conditions, aiming to empower those affected to feel seen, accepted and understood.

Research

Research

To identify a clear problem, I conducted primary and secondary research, looking into misinformation, education and stigma. I focused on collecting data insights to support my problem statement, ensuring the project addressed real user needs.

To identify a clear problem, I conducted primary and secondary research, looking into misinformation, education and stigma. I focused on collecting data insights to support my problem statement, ensuring the project addressed real user needs.

77.3%

struggled to understand information about mental health conditions

94.7%

feel that mental health conditions are misunderstood by society

90.7%

are interested in learning more about mental health conditions

82.7%

say whenever it’s talked about not everyone understands

77.3%

struggled to understand information about mental health conditions

94.7%

feel that mental health conditions are misunderstood by society

90.7%

are interested in learning more about mental health conditions

82.7%

say whenever it’s talked about not everyone understands

User Personas

User Personas

Initial Usability Testing

Initial Usability Testing

With my first concept I took inspiration from 3D games that used cartoony UI elements. I focused on the core aspects of the app like the size, colour and layout, and not so much on perfecting the design itself. This early design was later user tested on two users to improve any technical issues and to learn the user's thoughts while using the app.

With my first concept I took inspiration from 3D games that used cartoony UI elements. I focused on the core aspects of the app like the size, colour and layout, and not so much on perfecting the design itself. This early design was later user tested on two users to improve any technical issues and to learn the user's thoughts while using the app.

Key insights learnt

Key insights learnt

Key insights learnt

What went well

What went well

  • Good overall experience, layout and interactions were liked

  • Easy and fun to use, makes them want to continue learning

  • Features were enjoyed

  • Good overall experience, layout and interactions were liked

  • Easy and fun to use, makes them want continue learning

  • Features were enjoyed

What needed to be improved

What needed to be improved

  • Lack of labels, left some confused

  • Confusion on how to play activities

  • App design makes it feel it's targeting specifically to kids

  • Buttons that aren't clickable should be made more obvious - greyed out

  • Lack of labels, left some confused

  • Confusion on how to play activities

  • App design makes it feel it's targeting specifically to kids

  • Buttons that aren't clickable should be made more obvious - greyed out

New Visual Direction

New Visual Direction

I learnt it would be best to take a different visual direction and created a mood board, I was inspired by apps that used minimal illustrations, ambiguous characters and soft colours, these choices create a cosy story like atmosphere for the user, inviting them to stay and explore.

I learnt it would be best to take a different visual direction and created a mood board, I was inspired by apps that used minimal illustrations, ambiguous characters and soft colours, these choices create a cosy story like atmosphere for the user, inviting them to stay and explore.

Final Usability Testing

Final Usability Testing

Final user testing confirmed the new visual direction was much clearer and enjoyable for users. Minor adjustments were made based on feedback, such as improving clarity. The main change was adding instruction screens before the activity screen, this was done to reduce confusion on how to play the activity.

Before

Before

Before

Users went straight to activities with no instructions, sometimes leaving them confused

After

After

After

Users are shown a short instruction screen, briefly explaining what they need to do.

Features

Features

The Lessons feature answers user needs by teaching users facts, common misconceptions to be aware of, how to support others and offers a cosy interactive experience through exploration.

The Letters feature answers user needs by encouraging users to share their own experience and feelings, helping users better understand the reality of mental health conditions. This helps users separate the myths from the facts and helps them empathise others.

The Letters feature answers user needs by encouraging users to share their own experience and feelings, helping users better understand the reality of mental health conditions. This helps users separate the myths from the facts and helps them empathise others.

The activities feature answers user needs by providing a fun, engaging extension to learning. Memory Match helps users retain facts, Myth Busting helps users separate myths from facts, and AI Mate helps give tips on how to support based on the users responses.

The activities feature answers user needs by providing a fun, engaging extension to learning. Memory Match helps users retain facts, Myth Busting helps users separate myths from facts, and AI Mate helps give tips on how to support based on the users responses.

The Garden feature answers user needs by offering an interactive garden they can grow with, almost acting as another minigame. The locked garden spots require tasks to be completed, encouraging users to use the app and it's features to expand their garden.

The Garden feature answers user needs by offering an interactive garden they can grow with, almost acting as another minigame. The locked garden spots require tasks to be completed, encouraging users to use the app and it's features to expand their garden.

Screen Showcase

Screen Showcase

Key Takeaways

Key Takeaways

  • User needs should always be looked at throughout the design process

  • It's key to conduct early and continuous user testing whenever possible

  • User needs should always be looked at throughout the design process

  • It's key to conduct early and continuous user testing whenever possible

Thanks for stopping by!
Let's connect 👋

Thanks for stopping by!
Let's connect 👋

Thanks for stopping by!
Let's connect 👋