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Comfi
Mental Wellness App Design

This plan explores the key features and solutions we found through the data to pitch a mental health app that helps students build healthy habits to improve their mental well-being.

ROLE

Team | UX Designer 

TIMELINE

14 Weeks​

SOFTWARE

Figma, Adobe XD

DISCIPLINES

UX Design | UI Design | UXR

PROJECT OVERVIEW

Current Students of Humber often struggle with their mental wellness and are not aware of the Health & Wellness services (CIHW) currently offered at their campus

PROJECT GOALS

1. Provides a personalized experience, and helps improves students' mental well-being and health over time

 

2. Have a Mental-wellness app that is ‘free’ and ‘credible’, making services more accessible to students 

RESEARCH QUESTION

How can we design a mental wellness app that caters to Humber students, providing value and fostering healthy habits?

PROJECT TIMELINE

I helped create survey questions, analyzed the results, and developed wireframes and mid-fidelity prototypes based on the insights. The main screens I worked on were the onboarding, homepage, and journaling screens.

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PRELIMINARY RESEARCH

COMPETITIVE ANALYSIS

Our team compared the top four competitor apps—HappierMe, Calm, Headspace, and Insight Timer—to help us understand the current market and how we can differentiate Humber CIHW’s new app.

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DISCOVERY

SURVEY

We conducted a survey and collected a total of 130 respondents, based on participants opinions on each of the five apps, to determine the top features for our new app.
 

This helps us gain insights into what participants generally prefer in a mental-wellness app, as well as their current habits, the apps they use, and their frequency of use, etc. 

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KEY FINDINGS

We prioritized only the top five features that received the most favorited from the respondents.

 

The top five were:

  1. Meditation

  2. Music

  3. Journaling

  4. Exercise

  5. Progress Tracker​

DESIGN

WIREFRAMES

We designed wireframes based on the user flows our team has created to ensure a smooth and consistent flow, providing flexibility for the user.

  1. Sign-up & Login

  2. Onboarding

  3. Homepage

  4. Journaling

5.  Meditation Experience

6. Nature Quests

7.  User Profile

8. Widgets + Reminders

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DESIGN

MID-FI MOCKUPS + STYLE GUIDE

As a team, we created a style guide to help bring our app to life and to get a better feel for what it could look like. 

 

Why this direction?

The survey revealed that many students wanted fresh and cool colours, as the other apps were too distracting and outdated. To address this, we proposed a bright and fresh colour palette that enhances engagement.

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Introducing Comfi

Your Mental Wellness App

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ONBOARDING PROCESS

  • Fun and personalized onboarding experience

  • The app can tailor the experience for each user

ONBOARDING SCREENS.png

JOURNALING 

  • Choose emotion, and received personalization prompts

  • Points & Rewards for completed journal entries

JOURNAL SCREENS.png

MEDITATION 

  • Offers calming services designed to enhance users' mental well-being

  • Enjoy a selection of meditation music and videos tailored to users' preferences 

MEDITIATION SCREENS.png

QUESTS & GAMES

QUESTS SCREENS.png

USER PROFILE

  • View Daily tasks and completed tasks on dashboard

  • Recommendations and explore options

  • Badges and Achievements reflected on page

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CONCLUSION

Why our product stands out

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KEY TAKEAWAYS + REFLECTION

KEY TAKEAWAYS:

Organize raw data after each input to keep track

  1. Keep all sketches/iterations

  2. ​Know your client/audience (ensure it balances both the user and business needs, and also follows constraints)

  3. Ensuring the journeys are seamless within each step/feature

WHAT COULD I HAVE DONE BETTER?
One thing we struggled with was what visual direction we wanted to take for our app. Since we received several responses to the survey, we had to evaluate the replies and determine what made sense, as many were contradictory.

If this app ever took off, my team would like to create and run usability tests for our app, with users and stakeholders involved​

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