Build a buddy experience

Build a buddy experience

Build a buddy experience

Designing an app experience to exceed usage, activation and install benchmarks

Human design improves mental wellness healing

UN Mind Companion
(Mobile App):

UN Mind Companion

Mobile app experience that builds rewarding interaction in high stakes setting

Build rewarding interaction for mental health in high stakes setting

My Role

Lead UX Designer & Strategic Director

Contribution

  • Delivered user journey, heuristic evaluation, wireframe and - gamification design system

  • Strategic consultant for engagement and mobile app store experience

  • Directed design team and collaborated closely with developers

  • Present findings and direction to client

  • Research user journey, heuristic evaluation, wireframe to design gamification design system

  • Strategic consultant for engagement and mobile app store experience

  • Directed design team and collaborated closely with developers

  • Present findings and direction to client

Profile

Profile

IGO

Mental Health

Native Mobile App

Background

Background

Background

Why did it matter?

Why did it matter?
Why did it matter?

A major global organization needed a mobile app to support frontline staff and field workers with their mental health.


The first version looked polished—but felt sterile. I was brought in to re-imagine the user experience so it would feel more human-centered like a buddy, building trust security and engagement.


Oh and one important note, the client was the largest most widely known (IGO) Intergovernmental Organization in the world. The app would be used in extreme crisis conditions to help peacekeepers hold it together.

Problem

The app experience does not inspire user engagement and activation.

The app does not inspire engagement & activation.

Product Design Challenges

User Design Challenges

Government regulated requirements

Dangerous human stakes

Unkown Performance Success

HIgh Visibility

Project

Unkown Performance Success

Unsafe user environment

Dangerous human stakes

HIgh Visibility

Project

Key User Challenges

Problem

The app experience does not inspire user engagement and activation.

Product Design Challenges

User Design Challenges

Government regulated requirements

Dangerous human stakes

Unkown Performance Success

HIgh Visibility

Project

Unkown Performance Success

Unsafe user environment

Dangerous human stakes

HIgh Visibility

Project

Key User Challenges

Real world challenges

Behind the scenes

Business took over design

Design not based on actual user need

6 week projec

Gap convincing decision makers
Fuzzy role

Team was missing a clear design lead

User feel missing intangible
Skepticism
Skepticism

Design was

Strong assumptions & initial resistance

I made invisible problems visible and designable.

I made the invisible problems visible & designable.

Peacekeeper diaries expose blindspots

3 Different Personas

  • Users setting is a blindspot

  • Users schedule is blindspot

  • Offline experience is a gap

Day in the life timeline

  • Daylight impacts stress

  • No time to complete actions

  • Offline experience gap

Simulated screen on timeline

25+ screen and component improvements

User Journals
Heuristic Evalutaion
Gamificiation Design system
Story teling

Insights

I discovered these obstacles

Blind Spots

Quiet trauma, stigma & suppressed loneliness

Blind Spots

Quiet trauma, stigma & suppressed loneliness

Usaer friction was a blind spot

Quiet trauma, stigma & suppressed loneliness

Constraints

Limited storage, no Wi-Fi, older device, unsafe data

Usage Constraints

Limited storage, no Wi-Fi, older device, unsafe data

Usage Constraints

Limited storage, no Wi-Fi, older device, unsafe data

Non linear UX

human loops, setbacks and long-tail progress

Non linear UX

behavior change, setbacks and long-tail progress

App UX didn't match needs

human loops, setbacks and long-tail progress

Perfomance

Gaps in launch strategy, no competitive direction

Perfomance

Gaps in launch strategy, no competitive direction

"User experience was the difference between completing health course vs healing mental health"

"UX is the difference between completing course vs healing mental health"

Design Decisions that Impacted Business

Humanizing experience

Humanizing experience

UN-Mind Companion

UN-Mind Companion

Responsive user flow - Nudges and Hints

Screen Instruction

Personalized message

Before

Clinical like a course

Guided Onboard

1

Sign-In

2

Downloads

3

Home
Watch “Get Started” Video

Complete Content

4

Wellness
Checkin

Color coded result

Take
Assessment

What’s on your mind?

Resources
Screen

Choose content

Typical self-paced course content completion

5%.

After

Guided & supportive

Guided Onboard

1

Sign-In

Check updates

2

Home

Watch “Get Started” Video

3

Downloads

Get Latest Updates

Progressive Learning & Healing

4

Wellness
Checkin

Color coded result

Suggest
Category

Assessment
Screen

Resources
Screen

Conditional Message Recommended Content

Gamification Features Build Confidence & Security

5

Track Journey:
Points/Badges

View Progress/Rewards

Quests &
Mini Games

Relax & Play

Core UX Improvements
  • Add clear contextual call to action on each screen

  • Reward for behavior such as small wins, streaks and achievements not only Good checkin score

  • Add conditional emotional responses based on result (Positive/Plateau/Negative Nudge)

Results

Typical course with gamification content completion

13%

Number of click events & views

+25 - 150%

Personalized Support- Wellness Checkin

Wellness checkin gave the user a wellness battery score based on 508 health standards.

Good checkin score

Worrisome checkin score

Poor checkin score

Logic for messaging

Recovery:
Improved result

Encouraging tone & badges

Plateau:
Stagnate result

Supportive & confident

Setback:
Declining/Poor result

Resilient tone & next step

Support voice through setbacks and plateaus

Activation

Motivate user behavior, completing content even when the checkin results are not positive.

Engagement

Points advance user behavior with progressive rewards. User can see healing.

Rewards

Earning points along the journey will unlock personalization features in the app.

Patches & Challenges

Challenges help users to identify small wins and contextual achievements. Patches motivate users work through plateaus and setbacks. Both features help developing a habit of using the app.

Users can track their wellness journey and see long-tail progress.

Healing Journey
Checkin Graph
Journey Timeline
Patches & Challenges List

Download updates -
From chore to memorable story

More visiblity

App updates are vital to maintain usage because of connectivity limitations. Notifications were hidden. I added the care package icon on the home page for added visibility.

Familiar term & visuals

My animation added interest to an otherwise boring task in the app. The familiar story of “ receiving a care package” highlighted the importance of this flow and made it memorable.

Before
After
Downloads screen

Stress relief and relaxation

Usage

25% of apps are used only once after being downloaded, then never used again. (Statista)

Engagement & Stress relief

Inspired by LinkedIn games, I presented the idea of mini games that focused on building wellness skill training in more casual way. The idea was to build engagement metrics in the app.

Starting a new project?

Let’s Connect!

Leave me a message

Starting a new project?

Let’s Connect!

Leave me a message

Starting a new project?

Let’s Connect!

Leave me a message

I'm putting the finishing touches on this experience.

Dear mobile visitor…

Sr. UX & Product Designer

In the meantime please visit from a
Desktop or Tablet.

RODNEY ECHOLS