As the UX designer, it was important to understand the needs and goals of the target user group when creating a great user experience for the student-used app called "HOPE". This included researching and gaining insight into the challenges and pain points students face in their academic journey, as well as understanding the specific tasks and functionality the app needed to provide in order to support and enhance their well-being. Additionally, it was crucial to consider the overall design and usability of the app, including layout, navigation, and visual elements, to ensure that it was intuitive and easy for students to use. User testing and feedback were also important in refining and improving the app's user experience. The HOPE app was designed and available on mobile, and tablet devices. They needed a product that students could refer to during times of emotional stress. The app would offer a 1-800 number for getting help, and provide resources such as self-help, help from peers, a list of counselors, and external links for popular issues such as bullying, mental health, substance use, and suicide.
I used a variety of research techniques to understand the needs and goals of the target user group (students) when designing the HOPE app. This included conducting user interviews with school counselors, peer advisors, and students to gather insights into the everyday challenges and pain points they face from their peers. I also conducted surveys to gather data on the specific tasks and functionality that students would find most useful within the app. The "dark mode" of this website was a direct result of the data collected. I assumed they would just find it more appealing. The students preferred the dark mode for the app because it reduced eye strain when viewing for long periods of time, and reduced the amount of blue light emitted from the screen which many students had problems with. I observed students in their academic settings to gain a deeper understanding of their behavior, habits, and needs. Additionally, I analyzed data from existing apps in the same category to identify best practices and patterns in user experience design. This research helped me to create a user-centered design that effectively addresses the needs of the target user group.
I used sketching techniques as a powerful tool to understand and explore the design of the app. I started with rough sketches to capture initial ideas and explore different layouts, navigation, and interface options. These sketches were then refined and developed into more detailed wireframes, which helped to communicate the design concepts more clearly and effectively. I also used low-fidelity prototyping tools like Adobe XD to create interactive mockups of the app, which allowed me to test and validate design decisions with students early on in the design process. I also used user-flow diagrams to map out the user journey and ensure that the app's functionality was intuitive and logical. Through these sketching techniques, I was able to gain a deeper understanding of the design requirements for the app and create a user-centered design that effectively addresses the needs.
I made a number of design decisions to understand the design of the student app. One of the first decisions I made was to conduct extensive research on the target user group to gain insight into their needs and goals. This included conducting user interviews, and observations of students. With this information, I was able to identify key pain points and challenges that the app needed to address. Another important decision I made was to prioritize usability and user experience in the design. I kept in mind that the app needed to be intuitive and easy to use for the students. I also focused on creating a visually appealing design with animations that would engage students and make the app more enjoyable to use. In addition, I made sure to include features that are useful for the students, such as providing a 1-800 number for students to call for help, counselors, and peer contacts. I also made sure that the app is accessible to students with disabilities. Finally, I also made sure to test and iterate the design throughout the process. I designed avatars were used to symbolize different emotions playfully. Each mood page utilizes animated toggles, directional icons, and disappearing text boxes (Powered by the user). I used user testing and feedback to refine the design and make sure that it was meeting the needs. Through these design decisions, I was able to create a user-centered app that effectively addresses the needs of students and enhances their academic experience.
One key lesson I learned from the implementation of the app was the importance of user-centered design and the value of conducting user research, testing, and validation throughout the design process. By gathering feedback from users and making iterative improvements, I was able to create an app that effectively met the needs of the students. Also I learned the importance of collaboration and communication with the stakeholders (Administration, Counselors, and Students) in order to ensure a successful implementation. Tools such as Sketch, and Adobe XD were helpful in facilitating this collaboration and allowing me to make adjustments to the design as needed.
I had never worked on a project with youth in the driver's seat. This was fun and served to prove impact can have many faces. Students, friends, parents, and the community reference this project quite often. Student advisors praise this project and are grateful that it exists to serve others. The overall response was positive and I am so grateful to be part of it. When design can make an impact such as this, it truly is the best gift.
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