Mobile App

The app passed every review and something was missing before launch

The app passed every review and something was missing before launch

I built a buddy experience inside a locked design.

MindCompanion is the UN's mental health app for peacekeepers. It met Section 508 and had clinical approval. It also felt sterile, and engagement was low. I was brought in to find the missing experience and guide the team to fix it.

Designing an app experience for release on the app store: usage, activation and launch benchmarks

MY ROLE

Lead UX Designer & Strategist

TIMELINE

3 months

CLIENT

Global IGO (Intergovernmental Organization)

PLATFORM

Native Mobile App and Desktop

My Role

Lead Product Designer

Collaborated with Medical , Consultant Design team, Copywriter,System Architect

Collaborated with Medical , Consultant Design team, Copywriter,System Architect

Project Profile

Project Profile

Project Profile

Global IGO

Business Workflow Application

Business Workflow Application

Native Mobile App

Enterprise Software

Enterprise Software

Launch

Enterprise Software

Enterprise Software

  • Evaluated an approved app and recommended how to fix the experience

  • Guided a senior designer and a team of 4 designers

  • Presented to design and engineering first, then to both sponsors for approval

  • Built the journey map, competitive matrix, and KPI benchmarks

  • Wrote contextual survey messaging with a copywriter

Background

What I Mattered

3 months

3 Months

until release

until release

ON THE LINE

date could not move

date could not move

Background

Why it Mattered

Peacekeepers workspace puts them in the middle ofcrisis conditions, far from home. The UN-Mindcompanion app was built to help them check in on their own mental health and find support.

The design was approved, the release date was set, and the digital experience was built . The user experience was the last thing to be considered. No benchmarks for success, no user testing, and more glaringly I heard that it didn't feel right.

Problem signal โ€ข What I heard

Problem Signals โ€ข What I heard

Peacekeepers should feel accompanied when they they open the app, more like a buddy experience rather than an assessment.

โ€” United Nations Product team, (sentiment on;y)

Problem

UX makes the difference between completing a course and healing mental health.

Approved

Section 508 - Requirement

Approved

Clinical review

Approved

Product Design

Fail

UX Design

Missing

User Testing

Missing

Benchmark Metrics

Design Decisions โ€ข Triangulation & Validation | Evidence Gathering

Design Decisions โ€ข Triangulation & Validation | Evidence Gathering

Three moves I made when the answer was NO

Filed research access denied

The Challenge

I asked to add questions to the team's on-site peacekeeper interviews and to see the results. The request was denied, and I was asked why I wanted it.

My Decision

Decision 1

I built the journey map another way. I used peacekeeper journals and YouTube day-in-the-life videos, then mapped each app screen against a timeline from the footage.

Demonstrated

โœ“ Research under constraint

โœ“ Proxy research methods

โœ“ Self-unblocking

โœ“ Design Judgment

โœ“ Systems Thinking

โœ“ Cross-functional Influence

โœ“ AI Generated Design Review

Resistance to changing the daily survey

The Challenge

The daily survey pattern was already approved. The team resisted reopening it, and the clock made every change expensive.

My Decision

Decision 2

I stopped arguing from opinion and I showed examples from competing apps handling the same or similar inderatcions. The examples carried it, and the usability fix was approved.

Demonstrated

โœ“ Evidence-based persuasion

โœ“ Competitive analysis

โœ“ Adoption over argument

โœ“ Exception by design

โœ“ Trade-off resolution

โœ“ Risk-calibrated interaction design

Locked design tokens

The Challenge

I proposed clearer button states and text tokens for visibility. The design team declined. The tokens had already been through approval.

My Decision

Decision 3

I let it go and worked inside their system. I spent my effort where approval was still possible: messaging, the download sequence, and the assessment page.

Demonstrated

โœ“ Scoped restraint

โœ“ Working in someone else's system

โœ“ Picking winnable changes

โœ“ Motivation-driven interaction design

โœ“ Translate ambiguity to system

โœ“ Design to unify system

โœ“ Apply Confidence UX

What I Owned

What shipped. What didn'tโ€ฆ and Why

01

Shipped

Contextual survey messages

The message changes when results improve, plateau, or worsen. Written with a copywriter.

Shipped

02

Shipped

Download and update sequence

Download and update sequence

Stepped packages with pause and start. I added a short animated story and storage warnings for older devices.

Shipped

03

Shipped

Assessment selection page

Assessment selection page

Stepped packages with pause and start. I added a short animated story and storage warnings for older devices.

Shipped

04

Approved

Daily survey usability fix

Daily survey usability fix

Resisted at first. Won with competitor examples.

Approved

05

Backlogged

User customization and rewards

User customization and rewards

Not built. The lead sponsor asked me to leave a full strategy and map.

Backlogged

06

Rejected

Gamification: canvas, mini-games, icon library

Gamification: canvas, mini-games, icon library

Judged too big of a stretch for a first release.

Rejected

07

Rejected

Button states and text tokens

Button states and text tokens

The design team would not reopen tokens that were already approved.

Rejected

Shipped

A check-in that answers like a buddy

The check-in gave a wellness score. It didn't respond to how the user was actually doing.

I designed three response states so that a setback gets a next step, not a red number.

what I owned

What I owned

Logic for Messaging

Encourageing tone, plus a badge

Supportive and confident. Progress is not always a line going up.

Resilient tone and one clear next step.

what I owned

What I owned

Prototype Design

Recommended core UX Improvements to the workflow

Problem Signal

What I owned

Notification fatigue: An app reliant on generic push notifications to keep users active will be uninstalled.

what I owned

What I owned

Prototype Design

BEFORE

Clinical flow: โถ Home โ†’ โท Wellness Checkin โ†’ โธ Assessment screen

Guided Onboarding screen

1

Sign-In

2

Downloads

3

Home
Watch โ€œGet Startedโ€ Video

Complete Content

4

Wellness
Checkin

Color coded result

Take
Assessment

Whatโ€™s on your mind?

Resources
Screen

Choose content

Relies solely on notification to engage users to return to app.

Typical self-paced course โ€” 5%* content completion
(* widely cited completion rate )

AFTER

Gamified flow: โถ Home โ†’ โท Wellness Checkin โ†’ โธ Content Cycle
proposed camification layer = motivate repeat usage & longer visits

Guided Onboarding screen

1

Sign-In

Check updates

2

Home

Watch โ€œGet Startedโ€ Video

3

Downloads

Get Latest Updates

Progressive Learning & Healing

4

Wellness
Checkin

Color coded result

Suggest
Category

Assessment
Screen

Resources
Screen

Conditional Message โ†’ Recommended Content

Gamification Features - support activation, build Confidence & Security

Typical course + gamification - 13%** content completion
(**research informed proxy)

My Approach

What I owned

Clear task

Add clear contextual call-to-action on each screen

Motivation loop

Reward behavior beyond a good check-in score

Responsive

Contextually respond to user

Build the evidence from scratch

Tab 1 of 3: 01 Rigor/ Evidence

Rejected

I pitched a gamification canvas, mini-games, and an icon library. The goal was to reward small wins and streaks, not only good scores.

The design team and the technical architect liked it. The lead sponsor was intrigued.

The work was backlogged, siting it was too risky for a first release, and the rewards needed more UN input to match medical goals.

What I Owned

Prototype Design & Pitch

Product Stategy

Defining the impact is the key behind recognizing a successful feature

Vision of an outstanding app experience.

Being that no one owned what successful benchmarks, I took the initiative to provide "what a successful app launch would look like?"

I built KPIs based on reliable industry proxy metrics, based on the specifics of the launch.

"The average person uses 30 apps per month.

The average smartphone user has 80 apps on their phone, this means that

more than 62% of those apps don't get used every month."

Benchmarks โ€ข Design provenance

Installs

29%

60% lift for prestigious institution

Based users viewing App listing of credible medical developer

Downloads

100 - 500

first 30-days

Based on organic launch strategy no ad budget

Usage

28 - 84

Days before 1st usage

Based on App developer and completion level of category

content completion

13%

first 30-days

Typical self-paced course with gamified content.

Source: App Screenshot Studio

Source: Journal of Medical Internet research

Outcome

It launched. I can't claim the result.

July

2024

Public launch as UN's MindCompanion on the App Store and Google Play.

My contract ended before the launch. I have no confirmed view of what shipped in the public release, and no usage data.

Usability testing was scoped as optional in my proposal. It was never run. Nothing on this page is a measured result.

A later review of the project design file showed my work survived in part.

Conditional Messages

Kept

The three-state logic is still there.

Trade Off

The human tone. The copy grew longer and more clinical.

Download sequence

Kept

Stepped packages with pause and start.

Trade Off

The story elements and the device storage warnings.

Assessment page

Kept

The button styling I proposed.

Trade Off

Clarity. It still doesn't read as โ€œchoose an assessment.โ€

SKILLS DEMONSTRATED

UX Strategy

Design Taste, Problem-Solution Fit

Design Investigation

Evidence, Research, Synthesis

Design Systems

Behavior Design, System Design

Native Mobile App

Constraiints

Stakeholder Collab

Storytelling, Tradeoffs

Team Lead

Presentation, Team Guidance