Feb 2021 - July 2022
How can we keep young people engaged and give insight into to their habits and mental health to get some more resilience via a mobile platform, to help reduce the need for professional youth care?
We were asked by Greenberry to think of features that expands the already excisting app Feelee. With the new features we keep young people engaged in a playful way whilst teaching them about their emotions to give them more resilience.
For this project I've followed a design process that is non-linear. As a group we decided to have a process with 2 iterations that would give us more liberty in ideation and enabling design through research.
We conducted a lot of different research methods to verify our findings in various ways. I would say the highlight of our research was doing a co-creative workshop with the target group (teens between 14-24 years old). This app can be used together with a professional but also individual for teens that are struggling with mental health.
We've made an actor map after our first client meeting to get a better understanding which actors have to be considered to which degree. We've written them down and categorized them between internal and external and primary, secondary and tertiary.
In previous in-depth interviews with teens that struggle with mental health, they mentioned that the app should blend with face-to-face meetings; it can't substitute social workers completely, but it can blend therapy. The app can offer support, especially during the waiting list period or in times of feeling down.
Because we are dealing with teens that suffer from mental illness we had to be very careful with the tone of voice and the information we give them.
One of the first research methods we conducted was the diary studies. We tracked our habits and emotions for 2 weeks to see if we could find patterns ourselves. We wanted to know what we (dis)like about self-tracking.
The main take aways from this research was that self-tracking feels like extra work instead of something fun. It's also difficult to draw conclusions by just tracking without instand feedback. And last, it was difficult to name emotions, especially when being inbetween emotions.
After doing a competitive analysis, a co-creation workshop with our client and some more desk research we decided to implement our findings into ideas and test them with a design sprint.
We all made a prototype and tested different aspects to gain more insights. The prototype I made was the check-in box which I made with Arduino. I wanted to find out what motivates teens to keep them engaged.
The key insights we got were that the majority would like to have more emojis when checking-in. The teens agreed that self-tracking has the potential to make users more emotionally aware. They did struggle with expressing themselves, they mentioned that they would like help with this.
There is a large gap between what people say and what people do since the majority makes their decisions uncounsiously. I wanted to get a deeper insight into the target group's emotions and expressions in this generative session. The insights of this workshop could then be translated into user needs.
I was responsible for organizing & facilitating the workshop. I gave the partcipants 3 different tasks. A 'serious' journaling task, making a collage about an emotion and making a magic machine (how it helps/addresses an emotion) about an emotion.
- When writing the emotions down the expressions were very general and less deep than with creating (people do different things than that they say).
- With the creative exercises all the participants wanted more time, it felt more like fun than work.
- When creating something the participants became more open and social to others. Conversations started happening and they helped each other out with the exercise.
We categorized and color coded all the insights to get a clearer overview. We then wrote down where we got the insight from (e.g.: user testing/research paper/interview...). The more sources the insight has, the more trustworthy it is and the more important the insight is for the future concept. We then turned the insights into requirements and wrote down for which target group it was important and the level of importance (which we used from the MoSCoW method).
Making this requirements list was a great way to narrow down all the insights and see what is truely important. When designing concepts we could always go back to this list to see whether we were going into the right direction or not.
From all our research insights we created a requirements list. This was a great way to narrow down all the findings and see what is truely important which resulted into designing Moji City.
We extended and further developed the existing app by creating a virtual world within Feelee where users create an avatar together with their personal profile and can navigate through Feelee by visiting different "rooms".
By checking in and doing exercises thay collect rewards with which they can unlock new items for their avatar in the wardrobe section.
With Feelee, talking about emotions is fun and playful.
From our research we found out that teens would like guidance in the process of identifying feelings. The library explains all the emotions Feelee has, but it is also connected to the insights screen.
In the insight screen users can see every emoji they checked-in with and what made them feel like that. In the library users can see a description of the emotion connected to their insights screen data. Because the library is connected to the insights screen, the users can see which activity made them feel a certain emotion, this makes the emotion more relatable.
From our research we found out that teens with mental health issues don't think mobile health applications should substitute social workers completely; they prefer blended therapy. A social worker can meet your needs, an app can't.
The insights screen can be used for the blended therapy.. If a teen is on a waiting list for therapy the app can work as support during this period. In times of feeling down, the users can go to the emergency room to come in contact with professionals. In this room we let them know that it is okay to not feel okay.
For blended therapy the insight screen could work great as a conversation starter. The therapist can see how you felt over a certain period (dailyy/weekly/monthly view) and why that oculd be, including the sensory data tracking. Ofcourse, the data can be inaccurate and this should be taken into consideration.
The insight screen helps users to be more aware of habits and mood to lower anxiety and discover activites that bring the user joy. We provide a clear overview that lets users understand how their logged emotions is connected to their bahavior which makes reflecting on them easier.
From our research we found out that teens would like help with expressing themselves, sometimes they don't know how they exactly feel. They also mentioned that they would like to insert multiple emotions, because you can feel more than just 1 emotion.
Users can access the feelings library from Moji City but also during the check-in. They can select an emotion nd learn about it. It is also connected to their own check-in data (this has made you feel this way before - 3rd screen) that they've filled in so that the emotion becomes even more clear and relatable.