A service that helps people to prevent getting a mental disorder through daily care and fun activities.
Timeline
Scope of work
Tools
Team
Depression, a prevalent mood disorder, holds the potential for amelioration when addressed promptly and effectively. "MindMend" is a visionary endeavor dedicated to offering support to individuals grappling with mild depression, rendering counseling and therapeutic interventions readily accessible through both physical and digital means. This comprehensive initiative strives to transform the landscape of mental health care by providing therapeutic programs through two distinct platforms: a physical space and a mobile application. By seamlessly integrating these services into individuals' daily routines, MindMend endeavors to foster a shift in societal attitudes, dispelling negative perceptions associated with mental illnesses.
In the initial phase of this project, I selected the problem domain and conducted comprehensive research, both qualitative and quantitative. This research included expert interviews and extensive desk research. The insights gleaned from this research became the foundation of our service.
Having decided to create a service that operates in two distinct environments, a physical space, and a digital app, I proceeded to design these elements. Utilizing the personas I had developed, I structured the service and user flow.
The design process extended to the physical space, where I meticulously crafted elements such as theme, color schemes, and layout to ensure the optimal user experience. Simultaneously, I designed a digital app that engages with users on a daily basis, providing continuous support.
Problem space
The prevalence of depression is on the rise, yet a significant portion of those affected have no access to effective care.
Depression, characterized by symptoms like melancholy, loss of pleasure, and impaired concentration, affects individuals from diverse backgrounds. The COVID-19 pandemic has amplified awareness of depression but has not fully eradicated the stigma surrounding mental illnesses, often hindering individuals from openly addressing their struggles.
In the United States, mental-brain illnesses, particularly depression, impact 99% of these cases. This encompasses various conditions, including Major Depressive Disorder, bipolar disorder, and anxiety disorder, as categorized by the International Classification of Diseases 11th Revision (ICD-11). Globally, in 2019, nearly one in eight people, totaling 970 million, grappled with mental disorders, predominantly anxiety and depressive disorders.
Through interviews with counselors at LG Corporation in Korea, valuable quantitative data revealed that numerous treatments can be administered before depression reaches a severe stage. Many therapeutic programs draw from these insights, and diagnostic tests for mental status are widely available. Despite effective prevention and treatment options, limited access to quality mental health care persists, perpetuating issues like stigma, discrimination, and human rights violations, underscoring the urgent need for heightened mental health support and awareness.
Opportunity Space
Effective treatment for depression hinges on early identification and therapy. However, once depression progresses beyond a certain point, medical intervention becomes necessary. Within the framework of our therapeutic program, our project's primary goal is to reduce the reliance on intensive therapy by providing support for individuals in need of mental health strategies and exercises.
1. Formation of another me:
Leveraging the Solomon Paradox, MINDMEND offers a unique approach, providing users with a personalized character that mirrors their own personality. This innovative feature enables users to gain valuable perspective and objectivity when engaging in therapeutic treatments, leveraging their ability to reason more wisely about others' social issues than their own.
2. Fostering Awareness and Integration
Recognizing that individuals with mental disorders also require social support and a shift in their perception of mental therapy, MINDMEND aims to foster a societal environment where negative stereotypes surrounding mental health are dispelled. To achieve this awareness, we are establishing safe and easily accessible spaces for individuals to address their mental health needs. By making such spaces commonplace, we aim to familiarize the public with mental health issues, encouraging them to view these issues as treatable. In addition, we're developing a user-friendly mobile app designed to seamlessly integrate into users' daily lives, offering support for activities that can improve their mental health status in a fun and interactive manner.
In the course of the UX research, I identified two primary target audiences to maintain a user-centric focus throughout the design process. These personas serve as representative archetypes of the user base, facilitating the creation of experiences that genuinely connect with real individuals. This systematic approach guided me in conducting interviews with our target audience, gaining valuable insights into their needs and pain points, and fostering ideation to develop tailored solutions.
Service Structure
Informed by our research and the strategic decision to create two distinct platforms, we have meticulously outlined the service structure to provide a comprehensive understanding of our offerings. These platforms have been christened as "MIND SPACE" for the physical component and "MIND MEND" for the app-based counterpart. The service structure has been thoughtfully designed with specific goals in mind for each platform.
MIND SPACE's Goals:
• Mental Status Diagnosis
• Physical Treatments
• Wellness Suppor
MIND MEND's Goals:
• Consistent Care
• Personalized Treatment
User Flow
Following the establishment of our service structure, I constructed a user flow to gain a deeper understanding of our users and to ensure the utmost optimization of their experience throughout our service. This user flow serves as a valuable tool in visualizing the user's journey, identifying pain points, and streamlining the path to a more efficient and user-centric design.
MIND SPACE (The physical space)
MIND MEND (A mobile app)
Information Architecture
App Design
Final Prototypes - AR visuals
Based on user test results, I crafted discernible feedback mechanisms aimed at fostering user engagement. Upon activating the AR camera, users are presented with the plant's status depicted across three distinct stages.
Lack of water (Moisture Lv 1-49%)
Users will see fog and dangerous-looking pins falling from the sky with sad music as an alert, leading them to give more water to their plant.
Default status (Moisture Lv 50-98%)
Users will see a pleasant-looking scene with sparkles floating in the sky with flowers.
Gratification (Moisture Lv 99-100%)
Users will see some effects that work as a compliment.