Thrive

Thrive

Thrive

AI based Therapy App

AI based Therapy App

AI based Therapy App

Client

Client

Client

Thrive

Thrive

Thrive

Services

Services

Services

UX Research and

User Interface Design

UX Research and

User Interface Design

UX Research and

User Interface Design

Industries

Industries

Industries

Mental Health and Wellness

Artificial Intelligence

Duration

Duration

Duration

3 months

3 months

3 months

The Challenge

The Challenge

There is still a stigma associated with seeking help for mental health issues, which can make individuals hesitant to seek out care. Some individuals may fear being judged or labeled by others if they seek help for mental health issues. Some individuals may have had negative experiences with mental health services in the past, which can make them hesitant to seek help in the future.
There is still a stigma associated with seeking help for mental health issues, which can make individuals hesitant to seek out care. Some individuals may fear being judged or labeled by others if they seek help for mental health issues. Some individuals may have had negative experiences with mental health services in the past, which can make them hesitant to seek help in the future.
There is still a stigma associated with seeking help for mental health issues, which can make individuals hesitant to seek out care. Some individuals may fear being judged or labeled by others if they seek help for mental health issues. Some individuals may have had negative experiences with mental health services in the past, which can make them hesitant to seek help in the future.

Proposed Solution

Proposed Solution

In recent years, the demand for mental health services has been increasing steadily. However, many individuals face barriers to accessing care, such as cost and availability. Furthermore, many people may not have the time or resources to visit a therapist in person.
In recent years, the demand for mental health services has been increasing steadily. However, many individuals face barriers to accessing care, such as cost and availability. Furthermore, many people may not have the time or resources to visit a therapist in person.
In recent years, the demand for mental health services has been increasing steadily. However, many individuals face barriers to accessing care, such as cost and availability. Furthermore, many people may not have the time or resources to visit a therapist in person.
One potential solution to this issue is the development of an app integrated with an AI-based assistant that provides help with stress, anxiety, and other mental health issues. This app could provide expert insights on how to manage these issues, as well as multiple resources and activities to improve overall well-being. By using this app, individuals can access help from the comfort of their own home, potentially increasing their willingness to seek out and receive the assistance they need.
One potential solution to this issue is the development of an app integrated with an AI-based assistant that provides help with stress, anxiety, and other mental health issues. This app could provide expert insights on how to manage these issues, as well as multiple resources and activities to improve overall well-being. By using this app, individuals can access help from the comfort of their own home, potentially increasing their willingness to seek out and receive the assistance they need.
One potential solution to this issue is the development of an app integrated with an AI-based assistant that provides help with stress, anxiety, and other mental health issues. This app could provide expert insights on how to manage these issues, as well as multiple resources and activities to improve overall well-being. By using this app, individuals can access help from the comfort of their own home, potentially increasing their willingness to seek out and receive the assistance they need.

Objectives

Objectives

Objectives

Increase access to mental health services by providing a convenient and accessible way for people to access help.

Increase access to mental health services by providing a convenient and accessible way for people to access help.

Increase access to mental health services by providing a convenient and accessible way for people to access help.

Provide a of support and connection that can be important for improving mental health outcomes.

Provide a of support and connection that can be important for improving mental health outcomes.

Provide a of support and connection that can be important for improving mental health outcomes.

Investigate individuals' attitudes and perceptions towards mental health apps and the usage of such apps for managing stress, anxiety, and other mental health issues among the general population.

Investigate individuals' attitudes and perceptions towards mental health apps and the usage of such apps for managing stress, anxiety, and other mental health issues among the general population.

Investigate individuals' attitudes and perceptions towards mental health apps and the usage of such apps for managing stress, anxiety, and other mental health issues among the general population.

Review the literature concerning the usage of mental health apps and perceptions towards their effectiveness in managing stress, anxiety, and other mental health issues.

Review the literature concerning the usage of mental health apps and perceptions towards their effectiveness in managing stress, anxiety, and other mental health issues.

Review the literature concerning the usage of mental health apps and perceptions towards their effectiveness in managing stress, anxiety, and other mental health issues.

Design Process Overview

Design Process Overview

Stanford Design Thinking

Stanford Design Thinking

The Stanford Design Thinking approach places a strong emphasis on understanding and empathizing with the end-users. In the context of a mental health app, this is crucial because the app's success depends on addressing the unique needs and experiences of individuals seeking mental health support. By using this approach, we gained a deeper understanding of the users' emotional states, challenges, and goals, ensuring that the app is tailored to their specific needs.
The Stanford Design Thinking approach places a strong emphasis on understanding and empathizing with the end-users. In the context of a mental health app, this is crucial because the app's success depends on addressing the unique needs and experiences of individuals seeking mental health support. By using this approach, we gained a deeper understanding of the users' emotional states, challenges, and goals, ensuring that the app is tailored to their specific needs.
The Stanford Design Thinking approach places a strong emphasis on understanding and empathizing with the end-users. In the context of a mental health app, this is crucial because the app's success depends on addressing the unique needs and experiences of individuals seeking mental health support. By using this approach, we gained a deeper understanding of the users' emotional states, challenges, and goals, ensuring that the app is tailored to their specific needs.

Empathize

Empathize

During this phase, User Research was conducted using some Quantitative as well as Qualitative research methodologies. Furthermore, the data gathered from these methods was used to create affinity Diagrams to gather the key insights of the entire user research.
During this phase, User Research was conducted using some Quantitative as well as Qualitative research methodologies. Furthermore, the data gathered from these methods was used to create affinity Diagrams to gather the key insights of the entire user research.
During this phase, User Research was conducted using some Quantitative as well as Qualitative research methodologies. Furthermore, the data gathered from these methods was used to create affinity Diagrams to gather the key insights of the entire user research.

Quantitative Research

Quantitative Research

User Survey

User Survey

By analyzing survey data, we were able to make informed decisions on features, content, and user interface design, tailoring the app to address the most prevalent mental health challenges effectively. This data-driven approach in the past ensured that Thrive was both evidence-based and user-centric, enhancing its overall impact on users' well-being.
By analyzing survey data, we were able to make informed decisions on features, content, and user interface design, tailoring the app to address the most prevalent mental health challenges effectively. This data-driven approach in the past ensured that Thrive was both evidence-based and user-centric, enhancing its overall impact on users' well-being.
By analyzing survey data, we were able to make informed decisions on features, content, and user interface design, tailoring the app to address the most prevalent mental health challenges effectively. This data-driven approach in the past ensured that Thrive was both evidence-based and user-centric, enhancing its overall impact on users' well-being.
Note: After framing a questionnaire a pilot interview was conducted to test if the questions were appropriate and if it aligned as per the goals of our potential users.
Note: After framing a questionnaire a pilot interview was conducted to test if the questions were appropriate and if it aligned as per the goals of our potential users.
Note: After framing a questionnaire a pilot interview was conducted to test if the questions were appropriate and if it aligned as per the goals of our potential users.

Qualitative Research

User Interviews

One on One Interviews were conducted with some potential users, some of which were based on the user surveys. The participants were mostly students and professionals from different backgrounds. After conducting the interviews a participant demographic table was created and the key insights from the interviews were highlighted to get valuable information from it which was further used to create Affinity Diagrams.
One on One Interviews were conducted with some potential users, some of which were based on the user surveys. The participants were mostly students and professionals from different backgrounds. After conducting the interviews a participant demographic table was created and the key insights from the interviews were highlighted to get valuable information from it which was further used to create Affinity Diagrams.
One on One Interviews were conducted with some potential users, some of which were based on the user surveys. The participants were mostly students and professionals from different backgrounds. After conducting the interviews a participant demographic table was created and the key insights from the interviews were highlighted to get valuable information from it which was further used to create Affinity Diagrams.
Key Fidings : Majority of the participants prioritised their mental health before their physical health and it was found during these interviws that the majoruty of their mental health related issues were caused due to interpersonal relationships.
Key Fidings : Majority of the participants prioritised their mental health before their physical health and it was found during these interviws that the majoruty of their mental health related issues were caused due to interpersonal relationships.

Affinity Diagramming

After summarizing the interviews, the key points were referenced based on the insights and then organised into various categories depending specific codes. By grouping related thoughts and concerns, this method enabled the design team to identify common patterns, prioritize features, and gain a deeper understanding of user needs. It helped in making informed design decisions, ensuring that this app addressed the most significant mental health challenges.
After summarizing the interviews, the key points were referenced based on the insights and then organised into various categories depending specific codes. By grouping related thoughts and concerns, this method enabled the design team to identify common patterns, prioritize features, and gain a deeper understanding of user needs. It helped in making informed design decisions, ensuring that this app addressed the most significant mental health challenges.
After summarizing the interviews, the key points were referenced based on the insights and then organised into various categories depending specific codes. By grouping related thoughts and concerns, this method enabled the design team to identify common patterns, prioritize features, and gain a deeper understanding of user needs. It helped in making informed design decisions, ensuring that this app addressed the most significant mental health challenges.

Competitor's Analysis

A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.
A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.
A thorough competitor's analysis was conducted to make informed decisions, identify opportunities, and develop effective strategies to stay competitive, differentiate their offerings, and better meet the needs of their target customers.

Define

User Personas and narrative sceanrios

On the basis of the research and analysis of user data done in the previous stages these user personas were created to empathise with the user and make more informed decisions by understanding their goals, pain-points and motivations and creating a more meaningful user centered design.
On the basis of the research and analysis of user data done in the previous stages these user personas were created to empathise with the user and make more informed decisions by understanding their goals, pain-points and motivations and creating a more meaningful user centered design.
On the basis of the research and analysis of user data done in the previous stages these user personas were created to empathise with the user and make more informed decisions by understanding their goals, pain-points and motivations and creating a more meaningful user centered design.

Storyboard

Alongside, narrative scenarios were created to get a better understanding of how a user might interact with this product, helping to uncover potential user needs and pain points in a more engaging and memorable way. A visual representation of the narrative scenario was done by creating visual storyboard to understand the environment that the user might be in and how he/she might take decisions.
Alongside, narrative scenarios were created to get a better understanding of how a user might interact with this product, helping to uncover potential user needs and pain points in a more engaging and memorable way. A visual representation of the narrative scenario was done by creating visual storyboard to understand the environment that the user might be in and how he/she might take decisions.
Alongside, narrative scenarios were created to get a better understanding of how a user might interact with this product, helping to uncover potential user needs and pain points in a more engaging and memorable way. A visual representation of the narrative scenario was done by creating visual storyboard to understand the environment that the user might be in and how he/she might take decisions.

Customer Journey Maps

In order visualize and understand the end-to-end experience of a user with a product or service, uncovering pain points and opportunities for improvement in the user journey, customer journey map was created.
In order visualize and understand the end-to-end experience of a user with a product or service, uncovering pain points and opportunities for improvement in the user journey, customer journey map was created.
In order visualize and understand the end-to-end experience of a user with a product or service, uncovering pain points and opportunities for improvement in the user journey, customer journey map was created.

Ideate

From the user stories defined in the previous stage, we define problems from it as “ How might We” statements to encourage brainstorming and ideation. To Encourage wild, unfiltered thinking and to avoid any judgements various brainstorming techniques like rapid idea generation were used and NUF test was conducted to evaluate those ideas based on Novelty(New), Usefulness and Feasibility. After that the most prominent ideas were refined and reiterated in the user stories.
From the user stories defined in the previous stage, we define problems from it as “ How might We” statements to encourage brainstorming and ideation. To Encourage wild, unfiltered thinking and to avoid any judgements various brainstorming techniques like rapid idea generation were used and NUF test was conducted to evaluate those ideas based on Novelty(New), Usefulness and Feasibility. After that the most prominent ideas were refined and reiterated in the user stories.
From the user stories defined in the previous stage, we define problems from it as “ How might We” statements to encourage brainstorming and ideation. To Encourage wild, unfiltered thinking and to avoid any judgements various brainstorming techniques like rapid idea generation were used and NUF test was conducted to evaluate those ideas based on Novelty(New), Usefulness and Feasibility. After that the most prominent ideas were refined and reiterated in the user stories.

How Might We

A particular set of questions were created starting from ‘How might we..?`’ and then defining the problems that the users faced, in order to brainstorm different solutions and ways to solve those problems.
A particular set of questions were created starting from ‘How might we..?`’ and then defining the problems that the users faced, in order to brainstorm different solutions and ways to solve those problems.
A particular set of questions were created starting from ‘How might we..?`’ and then defining the problems that the users faced, in order to brainstorm different solutions and ways to solve those problems.

Rapid Idea Generation

From the how might we questions that were framed, some of the most prominent ones (With not too broad or narrow scope) were used in the rapid idea generation technique, where 8 different personalities or brands or organisations were combinely taken into consideration and how they would approach a problem was tested and plenty of ideas were generated during this stage.
From the how might we questions that were framed, some of the most prominent ones (With not too broad or narrow scope) were used in the rapid idea generation technique, where 8 different personalities or brands or organisations were combinely taken into consideration and how they would approach a problem was tested and plenty of ideas were generated during this stage.
From the how might we questions that were framed, some of the most prominent ones (With not too broad or narrow scope) were used in the rapid idea generation technique, where 8 different personalities or brands or organisations were combinely taken into consideration and how they would approach a problem was tested and plenty of ideas were generated during this stage.

NUF Test

NUF test was conducted to evaluate the ideas generated in the rapid idea generation based on Novelty(New), Usefulness and Feasibility on a scale of 1 to 10 and then narrow them down to the most important one’s.
NUF test was conducted to evaluate the ideas generated in the rapid idea generation based on Novelty(New), Usefulness and Feasibility on a scale of 1 to 10 and then narrow them down to the most important one’s.
NUF test was conducted to evaluate the ideas generated in the rapid idea generation based on Novelty(New), Usefulness and Feasibility on a scale of 1 to 10 and then narrow them down to the most important one’s.

Prototype

In this phase, some functional prototypes were created which facilitated the user testing which helped us gather valuable feedback from target users and iterate on the design based on their insights.
In this phase, some functional prototypes were created which facilitated the user testing which helped us gather valuable feedback from target users and iterate on the design based on their insights.
In this phase, some functional prototypes were created which facilitated the user testing which helped us gather valuable feedback from target users and iterate on the design based on their insights.

Feature Sets

After the ideas had been prioritized using the NUF test, they were then represented as feature sets, with individual features being divided up in accordance with the assertions from each of the four how might we statements from the previous stage.
After the ideas had been prioritized using the NUF test, they were then represented as feature sets, with individual features being divided up in accordance with the assertions from each of the four how might we statements from the previous stage.
After the ideas had been prioritized using the NUF test, they were then represented as feature sets, with individual features being divided up in accordance with the assertions from each of the four how might we statements from the previous stage.

Lo-Fidelity Prototypes

Lo-Fi Evaluation

Following the creation of low-fidelity designs, an evaluation was carried out with a selected group of participants to better understand how they aproach a certain task and what they anticipate. This was done in order to confirm the concepts and identify any potential mistakes in the designs.
Following the creation of low-fidelity designs, an evaluation was carried out with a selected group of participants to better understand how they aproach a certain task and what they anticipate. This was done in order to confirm the concepts and identify any potential mistakes in the designs.
Following the creation of low-fidelity designs, an evaluation was carried out with a selected group of participants to better understand how they aproach a certain task and what they anticipate. This was done in order to confirm the concepts and identify any potential mistakes in the designs.
Key Findings: It was found that the users found the flow of the application in line with their goals but minor modifications were suggested with the statistics module and how one chooses to get a therapy.
Key Findings: It was found that the users found the flow of the application in line with their goals but minor modifications were suggested with the statistics module and how one chooses to get a therapy.
Key Findings: It was found that the users found the flow of the application in line with their goals but minor modifications were suggested with the statistics module and how one chooses to get a therapy.

Information Architecture

Sitemap

This structure was created onthe basis of the recent feedback from the lo- evaluation to determine the overall structure and relationships between various modles of the application.
This structure was created onthe basis of the recent feedback from the lo- evaluation to determine the overall structure and relationships between various modles of the application.
This structure was created onthe basis of the recent feedback from the lo- evaluation to determine the overall structure and relationships between various modles of the application.

Mid-Fidelity Wireframes

To acquire a deeper understanding of the designs that were chosen following the low-fidelity review, a more in-depth version of them called as Mid-Difelity Designs were created to provide a more funtional representation of the application.
To acquire a deeper understanding of the designs that were chosen following the low-fidelity review, a more in-depth version of them called as Mid-Difelity Designs were created to provide a more funtional representation of the application.
To acquire a deeper understanding of the designs that were chosen following the low-fidelity review, a more in-depth version of them called as Mid-Difelity Designs were created to provide a more funtional representation of the application.

Moodboard

Styleguide

Hi-Fidelity Wireframes

After completing the style Guide, a series of screens were created based on the wireframes created in the earlier stages of the prototype stage and as a result High-fidelity prototypes were created.
After completing the style Guide, a series of screens were created based on the wireframes created in the earlier stages of the prototype stage and as a result High-fidelity prototypes were created.
After completing the style Guide, a series of screens were created based on the wireframes created in the earlier stages of the prototype stage and as a result High-fidelity prototypes were created.

Onboarding Screens

In order to set the tone for the user experience, and facilitate a smooth transition into the app interface a splash screen was created and onboarding screens were facilitated to proivde more information about what the app has to offer.
In order to set the tone for the user experience, and facilitate a smooth transition into the app interface a splash screen was created and onboarding screens were facilitated to proivde more information about what the app has to offer.
In order to set the tone for the user experience, and facilitate a smooth transition into the app interface a splash screen was created and onboarding screens were facilitated to proivde more information about what the app has to offer.

Login and Registration

The Login process included the user to provide some basic information about them and a two -factor authentication for safety purposes.
The Login process included the user to provide some basic information about them and a two -factor authentication for safety purposes.
The Login process included the user to provide some basic information about them and a two -factor authentication for safety purposes.

Home Page

Once the user logs in successfully, they will be directed to the home screen where they get access to various resources including relaxation exercises and acces to the AI therapist.
Once the user logs in successfully, they will be directed to the home screen where they get access to various resources including relaxation exercises and acces to the AI therapist.
Once the user logs in successfully, they will be directed to the home screen where they get access to various resources including relaxation exercises and acces to the AI therapist.

AI Therapy Guide (Virtual AI Therpist)

This module is the principal module of this application which allows the user to get therapy sessions with a virtual AI therapist. The user can select the therapist by viewing their speciality beforehand and also give them a name according to their own preference and get mental health related advice.
This module allows the user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.
This module is the principal module of this application which allows the user to get therapy sessions with a virtual AI therapist. The user can select the therapist by viewing their speciality beforehand and also give them a name according to their own preference and get mental health related advice.
This module is the principal module of this application which allows the user to get therapy sessions with a virtual AI therapist. The user can select the therapist by viewing their speciality beforehand and also give them a name according to their own preference and get mental health related advice.

Resources (Music and Relaxation Exercises)

This module provides access to various resources like Mental Health related Articles, Relaxation Exercises, and Soothing Music.
This module allows the user to perform fresh challenges and earn points which could be redeemed in the form of virtual LEGO sets.
This module provides access to various resources like Mental Health related Articles, Relaxation Exercises, and Soothing Music.
This module provides access to various resources like Mental Health related Articles, Relaxation Exercises, and Soothing Music.

Community Page

This page allowed the user's to share their stories and a safe space to share their thoughts and feelings and connect likeminded community of individuals and inspire each other to do better.
This page allowed the user's to share their stories and a safe space to share their thoughts and feelings and connect likeminded community of individuals and inspire each other to do better.
This page allowed the user's to share their stories and a safe space to share their thoughts and feelings and connect likeminded community of individuals and inspire each other to do better.

User Profile and Settings

The User Settings allows the user to change their basic profile details and access to language settings, privacy related settings, and other features as shown below.
The User Settings allows the user to change their basic profile details and access to language settings, privacy related settings, and other features as shown below.
The User Settings allows the user to change their basic profile details and access to language settings, privacy related settings, and other features as shown below.

Mental Health Stats

The Insights module tracks the mental health of the user by checking up on them everyday, sending a reminder of how they were feeling that day and providing their mood stats and according suggesting content within the application.
The Insights module tracks the mental health of the user by checking up on them everyday, sending a reminder of how they were feeling that day and providing their mood stats and according suggesting content within the application.
The Insights module tracks the mental health of the user by checking up on them everyday, sending a reminder of how they were feeling that day and providing their mood stats and according suggesting content within the application.

Test

Test

During this phase, 5-act interviews were conducted to test the high-fidelity prototypes to evaluate these prototypes and iterate the designs in accordance with the user feedback.
During this phase, 5-act interviews were conducted to test the high-fidelity prototypes to evaluate these prototypes and iterate the designs in accordance with the user feedback.
To make this concept impactful, extensive research was conducted using both quantitative and qualitative methods. Surveys and interviews were used to connect with a diverse group of LEGO enthusiasts to grasp their preferences, issues, and expectations for the application.

5 Act Interviews

5 Act interviews were conducted as they make the user feel at ease and giving them a suitable environment to share their opinions about thier experiences which links to the very theme of this application.
5 Act interviews were conducted as they make the user feel at ease and giving them a suitable environment to share their opinions about thier experiences which links to the very theme of this application.
To better understand the target user group's preferences, the researcher connected with prominent LEGO enthusiasts on social media platforms such as Discord, Instagram, and Twitter. Once connected, the LEGO enthusiasts were requested to complete a survey, and their responses were documented by the researcher.
In this step, the users were welcomed and then requested to complete a set of tasks after being made comfortble. After completing these tasks, further open ended questions were asked based on their feedback to gain a deeper understanding of their needs. Following these interviews, all of the important key points and highlights were accessed, and the prototype was then revised in accordance with the user feedback.
In this step, the users were welcomed and then requested to complete a set of tasks after being made comfortble. After completing these tasks, further open ended questions were asked based on their feedback to gain a deeper understanding of their needs. Following these interviews, all of the important key points and highlights were accessed, and the prototype was then revised in accordance with the user feedback.
In this step, the users were welcomed and then requested to complete a set of tasks after being made comfortble. After completing these tasks, further open ended questions were asked based on their feedback to gain a deeper understanding of their needs. Following these interviews, all of the important key points and highlights were accessed, and the prototype was then revised in accordance with the user feedback.

Design Iterations

Because the therapy page did not provide as much information as was required for users to make an informed selection, some specific information about the avatars was made available on this page. Furthermore, a history icon was added to present the user with their therapy history, as well as some small design adjustments consisting of certain alignments.
Because the therapy page did not provide as much information as was required for users to make an informed selection, some specific information about the avatars was made available on this page. Furthermore, a history icon was added to present the user with their therapy history, as well as some small design adjustments consisting of certain alignments.
Because the therapy page did not provide as much information as was required for users to make an informed selection, some specific information about the avatars was made available on this page. Furthermore, a history icon was added to present the user with their therapy history, as well as some small design adjustments consisting of certain alignments.
According to the results of the 5 act interviews, the users appeared to be a little confused with certain terminologies on the therapy history page, so some minor design terminologies changes were made in the redesign, and it was directed after the avatar selection page for the therapist just so the user could view their therapy history.
According to the results of the 5 act interviews, the users appeared to be a little confused with certain terminologies on the therapy history page, so some minor design terminologies changes were made in the redesign, and it was directed after the avatar selection page for the therapist just so the user could view their therapy history.
According to the results of the 5 act interviews, the users appeared to be a little confused with certain terminologies on the therapy history page, so some minor design terminologies changes were made in the redesign, and it was directed after the avatar selection page for the therapist just so the user could view their therapy history.

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