Type

mHealth Mobile App

Role

UX/UI Designer

Deliverables

UX Design, Visual Design, MVP Prototype

Team

Maria Iracli

Challenge

Create a disruptive concept for an MVP mHealth app to improve users' health and increase our clients' membership rates.

Out of a range of possible topics we’ve decided to focus on mental health, as 1 in 7 people in Europe are currently dealing with symptoms of anxiety, stress or depression.

Challenge

Create a disruptive concept for an MVP mHealth app to improve users' health and increase our clients' membership rates.

Out of a range of possible topics we’ve decided to focus on mental health, as 1 in 7 people in Europe are currently dealing with symptoms of anxiety, stress or depression.

Project goals and scope

Why should we gamify mental health?

We approach mental health in a playful way, aiming for an experience that is, above all, fun.

Gamification lets us confront the stigma around mental health with unconventional methods and empower users to practice their habits without overthinking. We transform the experience from a compulsory task to a fun choice, setting Wild Minds apart as one of the most unique apps in its field.

Most mental health apps focus on productivity, while most gamified apps focus on general habits. Wild Minds fits perfectly into this market gap to offer added value to an audience that is ready to try something new and innovative.

Most mental health apps focus on productivity, while most gamified apps focus on general habits. Wild Minds fits perfectly into this market gap to offer added value to an audience that is ready to try something new and innovative.

Most mental health apps focus on productivity, while most gamified apps focus on general habits. Wild Minds fits perfectly into this market gap to offer added value to an audience that is ready to try something new and innovative.

Strong intentions can hinder sticking to habits long-term due to perfectionism, loss aversion and seeing habits as compulsory tasks. Therefore we aimed to create something that:

How should we gamify mental health?

Our users told us the first step is always the hardest, but exercising and being in nature ease their symptoms. So we designed for that.

Players must physically travel to explore the game's map and collect points, encouraging lots of movement. Missions are scattered everywhere, but strategically placed mostly in green areas to bring users into nature as much as possible, and to intensify the feeling of stepping into the magical forest.

How should we gamify mental health?

Our users told us the first step is always the hardest, but exercising and being in nature ease their symptoms. So we designed for that.

Players must physically travel to explore the game's map and collect points, encouraging lots of movement. Missions are scattered everywhere, but strategically placed mostly in green areas to bring users into nature as much as possible, and to intensify the feeling of stepping into the magical forest.

108

Survey answers

108

Survey participants

5

User interviews

84%

Women

Prevalence in users

Anxiety

Depression

Stress

53%

45%

39%

2 in 3

Age 25-34

Helpful methods to tackle symptoms

Exercise

Psychotherapy

Breathing

Mindfulness

Medication

Meditation

Journaling

78%

61%

40%

How should we gamify mental health?

Our users told us the first step is always the hardest, but exercising and being in nature ease their symptoms. So we designed for that.

Players must physically travel to explore the game's map and collect points, encouraging lots of movement. Missions are scattered everywhere, but strategically mostly in green areas to bring users into nature as much as possible, and to intensify the feeling of stepping into the magical forest.

How might we help users act on their habits without overthinking?

We discovered that when our users are at their most vulnerable, they look for a distraction. We offer them a different coping mechanism with a positive feedback loop.

How might we help users act on their habits without overthinking?

We discovered that when our users are at their most vulnerable, they look for a distraction. We offer them a different coping mechanism with a positive feedback loop.

Brainstorming a solution

We came up with geolocation to get users out of their homes, a goal tracking system to support them on their journey and recurring quests to keep them engaged.

Brainstorming a solution

We use geolocation to get users out of their homes, a goal tracking system to support them on their journey and recurring quests to keep them engaged.

Testing our concept

At first, unclear wording and visuals made users confused about how to progress. We took their feedback into account and created a more coherent flow, resulting in curious and excited users.

Testing our concept

Our first screens had unclear wordings and visuals, so users couldn't easily understand how to progress. Taking their feedback into account helped us create a more coherent concept.

Creating a brand

Wild Minds feels magical, dreamy, playful, mystical and adventurous.

Our goal was to emphasize the playful immersion and adventurous feel users get to experience when they use Wild Minds, as if they are entering into the depths of the magical forest (i.e their own minds).

Creating a brand

Wild Minds feels magical, dreamy, playful, mystical and adventurous.

Our goal was to emphasize the playful immersion and adventurous feel users get to experience when they use Wild Minds, as if they are entering into the depths of the magical forest (i.e their own minds).

Its visual language is modern and structured, using rounded corners and playful graphics.

We chose dark purples to intensify the mystical feeling of the app, and a bright pink to emphasize important elements. Pairing a playful typeface with rounded corners for the “gamey” parts, such as XP points, together with a more neutral, classic typeface for the general UI, creates a valuable distinction for the user.

Its visual language is modern and structured, using rounded corners and playful graphics.

We chose dark purples to intensify the mystical feeling of the app, and a bright pink to emphasize important elements. Pairing a playful typeface with rounded corners for the “gamey” parts, such as XP points, together with a more neutral, classic typeface for the general UI, creates a valuable distinction for the user.

You've reached the edge of the forest. Enjoyed the journey? Let me know!

Final product

Welcome to the forest

It all starts with a quick onboarding explaining how it works and what the goals are. Players can work together with other players to support each other on their journey. Choosing personalized mental health goals will determine which missions players will complete.

Final product

Welcome to the forest

It all starts with a quick onboarding explaining how it works and what the goals are. Players can work together with other players to support each other on their journey. Choosing personalized mental health goals will determine which missions players will complete.

Completing missions

Upon arriving at the magical forest, players can explore missions and see relevant information like distance to location and XP points. A mission can only be started after reaching its location.

Completing missions

Upon arriving at the magical forest, players can explore missions and see relevant information like distance to location and XP points. A mission can only be started after reaching its location.

Quests & Journey

Every week players receive three main quests. Upon quest completion, the next chapter in the game's story is unlocked. Players receive letters from magical creatures, learn about the forest's history and get tips for their journey, combining learning with an exciting gaming experience. They can also self-journal in their own time indoors, reflect on their past missions, edit their avatar and adjust their personal goals anytime.

Quests & Journey

Every week players receive three main quests. Upon quest completion, the next chapter in the game's story is unlocked. Players receive letters from magical creatures, learn about the forest's history and get tips for their journey, combining learning with an exciting gaming experience. They can also self-journal in their own time indoors, reflect on their past missions, edit their avatar and adjust their personal goals anytime.

Press play to check out the prototype :)

Press play to check out the prototype :)

Press play to check out the prototype :)

© 2024 Noam Bergmann

Made with ❤️ and lots of ☕️ (oat milk, no sugar)

You've reached the edge of the forest. Enjoyed the journey? Let me know!

You've reached the edge of the forest. Enjoyed the journey? Let me know!

Wild Minds

Gamifying mental health habits with a geolocation mobile app

A fun and innovative game designed to help users practice their positive habits by completing missions wherever they go.

Wild Minds

Gamifying mental health habits with a geolocation mobile app

A fun and innovative game designed to help users practice their positive habits by completing missions wherever they go.

Wild Minds

Gamifying mental health habits with a geolocation mobile app

A fun and innovative game designed to help users practice their positive habits by completing missions wherever they go.

You've reached the edge of the forest. Enjoyed the journey? Let me know!