
Mind House
Project Period
October - November 2021
Role
UX Researcher & Designer
Performance
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User study activities
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Ideation
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Flow chart
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Paper wireframe
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Usability study
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Lo-fi & Hi-fi prototype
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Design system
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Accessibility considerations
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Take-away

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Project Goal
Design an app that will educate on managing their mental health with personalised resources and help people book mental health specialists in their neighbourhood.
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Mind House is a tool that helps people access the resources to learn how to manage their mental health and book the specialist of mental health. Mind House’s primary target users include adults concerned about their mental health and would like to learn more about what they can do to deal with their mental health and book the mental health specialist nearby.
Personas



User Journey
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Pain Point
Personal preferences
People don't want to expose their mental health issues and causes, so the app should have the security function for their personal preferences and visit records.
Authorized articles and other resources
Too many mental health resources are scattered around, and people are concerned about their credibility so that the app platform can organize and authorize the resources.
Booking the specialists
People want to find specialists related to mental health when their symptoms get severe, but they don't want to expose their concerns.
How might we help access the articles and other resources related to mental health and release their mental problems and stress?
Ideate - Crazy 8
I did a quick ideation exercise to develop ideas for addressing gaps identified in the competitive audit. My focus was explicitly on personalised resources of mental health and booking the mental health specialist features.

Flow Chart
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Paper Wireframe


Digital Wireframe
After ideating and drafting some paper wireframes, I created the initial designs for the Mind House app. These designs focused on delivering personalized guidance to users to help manage their mental health.














Lo-fi Prototype
To prepare for usability testing, I created a low-fidelity prototype that connected the user flow of viewing a mental resource and booking the mental health specialists.

Usability study: parameters
Study type
Unmoderated usability study
Participants
5 participants
Location
South Korea and Hong Kong, remote
Length
30 - 60 Minutes
Usability study: findings
Checking the today's mood
People want to be aware and check their mood for today.
Category of stress causes
People want to find resources and specialists who are focused on their own problems of mental health.
Finding popular specialist
People want to find the popular and most promising specialist to book.
Mockups
Based on the insights from the usability studies, I applied design changes like providing a clear section from the home screen to choose their mood of today and recommended articles that personalised.
Before usability study
After usability study


Additional design changes to provide clearer filters and preferences of how to choose the specialists.
Before usability study
After usability study


Hi-fi Prototype
The high-fidelity prototype followed the same user flow as the low-fidelity prototype, including design changes after the usability study.

Design System

Accessibility Considerations
Clear Labels
Clear labels for interactive elements so that screen readers can read.
Personalized
Recommendations
The initial focus of the home screen on personalized recommendations help define the primary task or action for the user.
Take-aways
Impact
Users shared that the app made Mind House seem like something they could help reduce stress. One quote from peer feedback was that “the Mind House app helps bring caring about the mental health to a personal level in a way that’s easy and engaging.”
What I learned
I learned that even though the problem I was trying to solve was a big one, diligently going through each step of the design process and aligning with specific user needs to be helped me come up with feasible and valuable solutions.