Talk-It-Out

An app to improve the mental health of college students
ROle
Designer
Date
May 2022
responsibilites
wireframing, user testing, graphic design, logo design, project management
OVERVIEW

Following the COVID 19 pandemic and the increase of remote learning environments, a space for people to vent and share their internal struggles should be accessible within remote environments. By providing a space to consolidate these resources, we improve the mental health of users with an easy way to alleviate their stress and anxiety.

PROBLEM

Recognizing the significant challenge of accessing mental health support, particularly in times of isolation, our team has embarked on developing an innovative solution. Our app seeks to bridge this gap by offering a comprehensive platform that integrates both peer-to-peer support and professional assistance.

SOLUTION

Our app facilitates connections between individuals seeking mental health support and both peers and professionals, all within a single accessible mobile app platform. Based off user interviews, it was important for users to be able to utilize our app as an online forum as well as a peer messaging system to connect privately or engage in group discussions.

Additionally, we provide access to a diverse team of mental health professionals, including therapists, advisors, and life coaches, enabling users to engage in meaningful conversations and gather valuable resources.

DATE
January 2024- March 2024 (10 weeks)
TEAM
Bret DuBois, Zahrah Mahmood, Michael Welsome, Peter Nguyen
ROLE
Wireframing, UI design, UX design, prototyping
OVERVIEW
This project was developed for an upper-division design course at UC San Diego known as Social Computing. This course delves into the convergence of social behavior and computational systems. The project entailed designing a functional social computing experience tailored for use by multiple individuals within a defined context.
view our presentation here
SOCIAL SETTING
UCSD students are thrown into a life of independence, usually with not much financial support. Many students have never cooked in their life, but figuring it out is a vital skill for saving money and eating healthy. More often than not, cooking will happen in someone's home allowing for asynchronous and synchronous virtual interactions. Since the students attend the same college and thus live near each other, it is convenient and beneficial to cook in a co-located environment.
PROBLEM/OPPORTUNITY
This transition to college often has students longing for a way to combine the best of both worlds: the warmth of community dining and the satisfaction of a home-cooked meal. Many attempt to cook in their own spaces because of physical or social barriers that prevent them from sharing this experience with others, turning what could be a collaborative and enriching activity into a solitary one. For those who are navigating the kitchen for the first time, this isolation can amplify the challenge of cooking. WeCookt is designed to address this very gap, offering UCSD students a chance to not only enhance their cooking skills but also to forge connections with their peers through the universal language of food.
RESEARCH
Methods
We surveyed a total of 31 college students regarding their cooking experiences and opinions. The survey included a series of questions aiming to understand their cooking habits, challenges, and the social aspects of cooking most important to them.
GOALS
Our main objective was to understand the experience of cooking as a student and how a social computing platform could alleviate these challenges and foster community through food.
FINDINGS
Our research highlighted a clear interest in recipe sharing and discovery with a significant number of students considering a community-driven recipe exchange feature to be quite useful. Such a feature reportedly would benefit their cooking experiences which underscores the importance of WeCookt to prioritize and improve this functionality. Additionally, the variety in usage of social media and cooking apps for discovering recipes indicated an opportunity to integrate this into a central platform tailored for student needs.
DESIGN PROCESS
OVERALL GOALS
Our team wanted to make WeCookt a platform where people of all cooking levels can use what they have at their disposal to learn and cook recipes in a fun, rewarding and collaborative manner.
USER JOURNEY
A typical scenario of someone who was looking to use the app to find recipes that they could make based on what they had in their pantry was the key scenario and journey that we created our user flow around. This gave us an idea of the main architecture of our app and pointed us in the direction of what features we should include.
PIGGYBACK PROTOTYPINg
For our initial ideas we decided to piggyback prototype off Discord to simulate the virtual interactions like finding a partner, as well as posts, comments, and building chatrooms.
FIRST PROTOTYPE
Prototype OverView
In our first prototyping session we wanted to display our main features of WeCookt which were personalized recipe recommendations curated by AI, hyperlocal chat rooms for a local ingredient exchange, a live virtual cook along and gamification of helping others. We used discord to simulate the virtual interactions and paper to simulate the process of cooking and the exchange of ingredients. 
view our prototype presentation here
Results
The live prototype demonstration went smoothly as we received positive feedback as the virtual cook alone was an interesting novel aspect with instructions that were easy for people to follow. The ingredient exchange went smoothly and the gamification of the demonstration (handing out candy) proved to motivate people to interact with others and support each other.
feedback
The feedback we received was helpful for our second prototype. Users found the virtual cook along feature to be novel and fun, and so they desired us to expand upon that further. They also wanted it to separate more from the crowd, asking for more novel aspects to the app. The final major notes were about making the app more community based, and catering to a specific group of people. The people we decided to choose with this remark were UCSD students, considering they are the ones who would need it most.
SECOND PROTOTYPE
prototype overview
Two weeks after our first prototype we were able to produce our second prototype and incorporate the feedback that we received from our first prototyping session. A main focus of this prototype was to expand upon the novel aspects of our app and cater towards a more specific target audience.
view our prototype presentation here
NEW FEATURES & improvements
This second prototype displayed several new features including receipt scanning to enter in ingredients, a pantry management system (alerting users of approaching expiration dates of items in the pantry), the ability to merge pantries with friends to collaborate, weekly cooking challenges and more localized communication channels to create tight knit communities. 
RESULTS
Most users preferred our second prototype as opposed to our first. They enjoyed the synchronicity of the virtual cook along. They loved the novelty of the recipe scanner, pantry management, and pantry merge, noting that they appreciated the “exploration of the less popular space of pantry and food waste reduction”. They also were happy with the community-based aspects. However, they wished that everyone could participate (similar to our first iteration) instead of a select few. 
takeaways
All of our novel features seemed to be well-received among the users. It was definitely a step-up from our first iteration, but we had neglected that having the whole class participate is what made our previous prototype so much more enjoyable.
FINAL DESIGN
The cooking experience
Users scan a receipt or enter in their ingredients to utilize the pantry management feature. Information such as expiration dates and nutritional facts can be managed. Then, find recipes based on what they have in their pantry.
Connecting with others
Users can socialize and connect with others by joining live chat rooms to connect with others or find help, or merging pantries with friends to cook curated recipes together.
Live virtual cook along
Users can then join a live virtual cook along to learn recipes with others with real time interactions with other learners or the cook along host themselves.
NEXT STEPS
To solve the problem of allowing all users to participate, we wanted to add the ability to lurk in other chat rooms. This would make it so that users can feel a part of the whole, even if they didn’t want to actively participate.
FINAL NOTE
In our final design, we combined all the feedback from previous weeks together into something that we are proud of. The app looks and feels good, and takes everything we learned into account. Live prototypes are something that none of us in the group had ever done before, but it was a fun experience, and it taught us a lot about how we can make our ideas tangible in order to receive feedback before going all in something that hasn’t been tested.
RESEARCH
METHODS

We completed secondary research regarding the topic of expressing mental health issues as well as 4 user interviews with potential stakeholders.

COMPETITIVE ANALYSIS

Completing a competitive analysis on mental health blogs and online forums, including Reddit, Talkspace, eMoods and Shine, we found that the mental health market is competitive, yet lacks an all-in-one platform that combines peer and professional support. Existing services focus on specific demographics, which may alienate others. While many apps aim to improve mental health through various features, they often lack integration and may come with a cost.

INSIGHTS
  • Common themes are inaccessibility to users, lack of health literacy and mental health understanding, and reluctant attitudes towards mental health
  • Remote work and learning has intensified feelings of isolation, emphasizing the importance of connecting with similar individuals
  • Interviewees had different preferences for seeking support - there is a need for a variety of tools
STAKEHOLDERS

We identified that college students who are under a lot of stress due to career aspirations, school course work and extracurricular activities are in dire need of mental health support.

DESIGN

RESEARCH

We completed secondary research regarding the topic of expressing mental health issues as well as 4 user interviews with potential stakeholders.

VISUAL IDENTITY
DESIGN SYSTEM
WIREFRAMES AND ANIMATION
DATAMAPPING
SKETCHES

Initially we began to sketch out the basic layout of several pages that would hit the pain points that we identifies in the target personas and storyboards. This provided us with a basic outline of what would be the main features that we would offer.

PROTOTYPE

We created low fidelity prototypes so we could gather feedback from users early in the design process regarding our initial architecture and core features. These lo-fi prototypes were enough to communicate the central purpose of our app. As a result of testing this prototype we got some valuable feedback regarding placement of information, adding messaging screens to see how they would work, and the color scheme being calming but not monotone.

Iterations
After each iteration of my designs, I conducted usability testing and gathered feedback from senior designers. This iterative process provided valuable insights, allowing me to refine the UI to ensure every functionality within the feature was intuitive and easy to locate. By incorporating this feedback, I enhanced the overall user experience, making the feature more efficient, user-friendly, and visually appealing.
FInal Design
My final design saw significant improvements in the intuitiveness of the feature, primarily due to enhanced spacing and a well-organized information hierarchy. Additionally, I incorporated a dark mode option, ensuring the feature is not only functional but also visually appealing and adaptable to different user preferences. This combination of thoughtful design elements contributed to a more user-friendly and aesthetically pleasing experience.
FINAL NOTE
This was one of the first projects where communication with my team was done almost purely remotely. Though I found this to initially be challenging, I was able to learn the importance of communicating your design choices thoroughly, clearly and effectively. Additionally working with those who were senior to me helped me learn a lot about the process of design as their experiences allowed me to have constant feedback when exploring my own styles of design through trial and error. This project closely mirrored the dynamics of a client engagement, involving several rounds of iterating based on user feedback and testing. I can gladly say that my expertise grew exponentially over the course of the five-week project duration.

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