An interactive mental health application for teens and youth
Role
Duration
Lead UX Designer
3 Weeks (October 2017)

Project Overview
As part of Centennial College's UX Design course,students had to develop an application that would solve a specific problem. As part of my project, myself and two other designers created a mental health application called Anatta. The name comes from the Pali word meaning "Non-Self " or "Substanceless".

The Problem
One of the biggest issues of our modern era is mental health. So many individuals, including myself, suffers from some sort of mental illness. Depression, Bi-Polar, and schizophrenia are especially becoming more recognized. Due to this, I felt it would be fantastic to create a mental health application as part of my UX course at Centennial.
After extensive research of mental health applications, my small team of designers from Centennial College realized that there is a need for mental health products aimed specifically at a younger audience. Research showed that most of the mental health applications out there right now were for adults; the designs wouldn't be appropriate for youth. In order to captivate youth, it is critical that the design is approachable, fun, and engaging.
After extensive research of mental health applications, my small team of designers from Centennial College realized that there is a need for mental health products aimed specifically at a younger audience. Research showed that most of the mental health applications out there right now were for adults; the designs wouldn't be appropriate for youth. In order to captivate youth, it is critical that the design is approachable, fun, and engaging.
RESEARCH
Design Process
For the purposes of this assignment, I utilized the 5 stage design thinking process which includes the following:
1. Empathise
2. Define
3. Ideate
4. Prototype
5. Test
1. Empathise
2. Define
3. Ideate
4. Prototype
5. Test
Discovering the Data
For the purposes of this project, it was important to look at a variety of different statistics to better understand
the demographic.
the demographic.
What the data says:
Data shows that depression, in particular, is an ever increasing problem among youth.
Data from the 2016 National Survey of Children’s Health showed that 3.2 % of children
between the ages of 3 and 17 struggled with some form of mental illness.
Over 2 million teenagers, between 12 and 17, had a depressive episode in 2017.
Data from the 2016 National Survey of Children’s Health showed that 3.2 % of children
between the ages of 3 and 17 struggled with some form of mental illness.
Over 2 million teenagers, between 12 and 17, had a depressive episode in 2017.


Images from Blue Cross - Health of America
EMPATHISE
User Interviews
As part of the emphathise process, I engaged in mental health research and conducted user interviews both prior to the design phase and then another round after they had a chance to play with a working prototype.
Initial Thoughts
Originally, I aimed to develop a medication tracking app for children. However, after conducting interviews with four students—Piradeep, Melissa, Nellana, and Eleni—I recognized a pressing need for a mental health app tailored specifically for teens and youth. Their insights highlighted the importance of addressing mental health challenges faced by this age group, prompting me to shift my focus to a more impactful solution.

IDEATE
User Flow
The user flow outlined below illustrates the intended steps users should follow when interacting with Anatta. This flow was carefully crafted based on insights gathered from user interviews conducted prior to the design phase. By incorporating feedback and preferences from real users, I aimed to create a seamless and intuitive experience that aligns with their needs and expectations. Each step in this flow represents a crucial interaction point, guiding users through the application in a logical and engaging manner.

User Scenario
As a patient of Dr. Aaron Pierce, you’ve made many positive strides towards recovery. The new
Anatta phone app, developed with the help of Albany Clinic, has been recommended for you.
Anatta is the latest of Hospital run apps so that doctors and patients may track their health
together. After downloading the app, you sign in. You want to add your latest symptoms to the
database so that you may show them to your doctor at a later time.
Anatta phone app, developed with the help of Albany Clinic, has been recommended for you.
Anatta is the latest of Hospital run apps so that doctors and patients may track their health
together. After downloading the app, you sign in. You want to add your latest symptoms to the
database so that you may show them to your doctor at a later time.
1 - Sign in to Anatta
2 - Locate the symptoms area
3 - Go to the different symptoms
4 - Use the slider to track the symptoms
5 - Go to the progress area
6 - Check your progress
7 - Log out
2 - Locate the symptoms area
3 - Go to the different symptoms
4 - Use the slider to track the symptoms
5 - Go to the progress area
6 - Check your progress
7 - Log out
Paper Wireframes
After reflecting on the initial structure of the application, I drew some ideas on paper. These rough sketches served as a brainstorming exercise, helping to generate concepts rather than finalizing the design of the screens. I input these sketches into Miro to make them look cleaner.

High Fidelity Wireframes
The following is an image, from the program Figma, of the high fidelity wireframes that I designed. I made several changes to the flow and the layouts of the screens.
Designs Before and After Usability Studies
Prototype Link