This is a journey of UX redesigning the Smiling Mind Mobile App, a mindfulness-based learning App (SEL) under Harness projects.
Smiling Mind is a leading provider of mindfulness-based social and emotional learning (SEL) in Australia.
They aim to expand their offerings beyond mindfulness and provide a toolbox of evidence-based activities to support mental health and well-being.
Moving from
● Core focus on mindfulness
● Reliant on mindfulness enthusiasts or explorers to engage
Towards
● A range of evidence-based tools known to improve wellbeing
● A toolkit of different interventions that have a cumulative effect on Wellbeing
● Something for everyone
After a group interview with stakeholders, we did a card sorting, and we ended up with these main areas to focus on in our research :
Research into other successful educational/learning apps about these questions:
How do they deliver a learning experience engagingly?
How do they integrate learning activities into the wider UX experience?
How do they combine learning content with an opportunity for the user to practice
the skill?
Research into what users look for in an educational app experience.
What features do they consider core, and which are ‘nice to have’?
What digital learning experiences have they used previously?
What made them successful/unsuccessful?
Conduct UX research and design a concept for how a learning experience could look like for the Smiling Mind app based on the findings from the above research.
Submit a wireframe UX design recommendation individually.
Tasks I did in the group :
Stakeholder interviews
Competitor Analysis
Tasks I did individually:
Prepare research plan and perform them
Create a persona
Create a customer journey map
Sketching, designing wireframes and interactive low-fi prototype
Time constraints: we had only six weeks from the stakeholder interview to prepare our final UX design, so after my research, I had quite a handful of ideas that couldn't go through all of them; I needed to choose the most relevant but unique idea! Which was quite tricky.
I interviewed five individuals aged between 30 and 45 and asked them about their mental health app preferences
Compare the Smiling Mind App with one learning App (Duolingo) and one mental health App (Calm)
Offer a family profile for users to create a safe environment for family members, which lets parents assign mindfulness activities/tasks to family members on a regular basis and make them challenge and compete with each other in a healthy environment.
Create an immersive and gamified learning experience
Providing personalised, interactive, and motivating activities
Develop resilience skills
Gamification elements for motivation
Personalisation options for tailored experiences
Seamless integration of learning activities
More engaging, personalised, and effective learning experience
Higher satisfaction rates
Greater positive impact on users' mental health and well-being
Design a seamless transition process that allows users to easily expand their engagement from the family setting to the classroom environment. Consider the following steps to facilitate this transition.
Provide functionality for parents, teachers, and children to assign activities and track progress within the classroom group. This ensures continuity in monitoring resilience-building efforts and encourages collaborative engagement among students.
Ensure the app seamlessly syncs data between the family and classroom groups, allowing for a unified user experience. This means that progress, achievements, and activity history seamlessly transfer between the two settings, maintaining consistency and eliminating duplication.