DG: App Colombia

Secondary Research Case Study for Mental wellness app

Project Overview

The company

Dweebs Global Colombia’s focus was to provide mental health care to college student in Colombia through an accessible mobile app.

The Team

  • UX Consultant (that’s me)

  • Project Manager

  • Content Writer

  • Software engineering consultant

  • Programmer

  • Two 3D artists

  • Professor of Psychology

  • Psychology graduate student

My Role:

  • Product Development, Information Architecture

The target users

College-aged students in Bogota, Colombia

Impact:

Defined the information architecture for the game and helped determine the intended art style and gameplay, and then UI that would work well with the story and the gameplay.

Problem Statement:

How do we create an app that helps students become mindful of their mental health while considering cultural norms around mental health?

The game world was vibrant with detail but the scope of the app was not clear. I facilitated defining requirements with the App Colombia team to define the following

  • Design a mobile app that allows users to interact with difficult emotions through symbolism

    Allow users to tend to their garden as a way of cultivating self-awareness

    Have a mental health emergency hotline integrated with the app.

  • The app needed to run efficiently on Android 11, mobile app memory limitations, and touch constraints

    Different experience levels with mobile application development

    Cultural Sensitivity to mental health as taboo meant that we needed to be subtle about dealing with difficult topics

    User research was preliminary due to the scope and focus of the team.

    Limited Resources and Scaling restraints - Limited personnel throughout the timeline of the project (beginning with digital artists, then software engineers) oes here

Discovery 🔬

When I started this project there were a lot of good ideas circulation regarding the game's content. The team wanted to center this game around the story of a safe guarded garden in a post-apocalyptic world. As the player would advance through the game, they’d have to defend against different types of enemies by using specific weapons or tools for each challenge

Content themes:

  • Symbolism

  • Managing emotions through analogies

  • Environmental conservation

Stakeholder Meetings Key Takeaways:

  • Key findings from a survey of 20 college students ( conducted by the Psychology Ph.D. Student)

  • Content goals for the app

  • Opening discussions about evolving gameflow and storyboard

Secondary Research

  • I researched the UI design of 3 mobile games and how to adapt them to the requirements set for the by the team

    • Doodle Champion Island, Dan the Man, Sonic the Hedgehog

Game control options

Perspective Options

Left to right scrolling

3/4 view

Defining Phase 🔍

  • User Flow into the app

  • Game Rules: Tools and Antagonist Interaction

I created a level diagram in Miro to define the organization of the game. This allowed us to map out how the game cycled in and out of the ‘worlds’ and how the user accessed the gardern.

Basic Storyboard

While we were waiting to onboard new illustrative artists to the team, I put together a paper storyboard for the project, with the intended UI in mind. The reason I did this over Figma was that I could quickly sketch out a stick figure and emulate the UI without have to have any illustrative skills to demonstrate the flow

User Flows and Storyboarding

What’s Next?

Timeline: 24 weeks

  • Work with the illustrators to combine animations into a touchable prototype

  • Have a storyboarding workshop with the content designers and illustrators

  • Continue designing a blank UI framework for the onboarding portion of the app

Opportunities:

  • Understanding the UX of the Unity game engine

  • Joysticks functionality in Figma


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