"THRIVE" is a mental health application designed to help university students achieve their mental health goals and to find the resources they need. This was a 5-team group project as part of the undergraduate UX course CSC318.
University of Toronto students faced challenges managing their mental health during stressful periods of the semester, which led to a decline in both their mental health and academic performance over time.
✅ Constructed a mobile application "THRIVE" designed to support students to manage their mental health through personalization & gamification.
- Constructed the 1-on-1 qualitative interview scripts.
- Served as the discussion co-leader for group meetings.
- Constructed hi-fidelity wireframes & prototypes for Thrive's dashboard.
- Provided a 20-minute Figma tutorial to team members.
- Co-presented our final project to the class.
September - December '22
With my useful background in cognitive science, graphic design, and public speaking, I naturally adopted a leadership position during the course of the project.
I provided my team with a 20-minute crash course on Figma. I really wanted my group members to feel comfortable with the application and empower them to create wireframes on their own time.
I was largely responsible for the visual design of the app. This led to 7 out of 11 participants in our usability test, reported that the visual design was the aspect they liked most about the app.
To support our first-hand findings, we were able to identify news articles addressing the mental health challenges faced at universities such as from the University of Toronto (2022), to University of Pennsylvania (2017), to University of British Columbia (2021).
- Primary: Validate the problem that university can cause students to experience poor mental health.
- Secondary: If the primary goal is adequately achieved, then uncover the causes behind why students are experiencing the problem.
- Current University of Toronto student (undergrad or graduate)
- Has gone through at least one semester of university
- Has a desire to improve their mental health
Furthermore, it appears that from both the interview and survey data pools, the majority of students are well-aware of strategies and/or resources to improve their mental health, and yet choose not to use them. Based on other pieces of data, we can conclude potential reasons for this behaviour such as lacking the motivation to use them, not having the time, and not believing that they would be useful.
- Will be a digital application.
- Solution will incorporate some type of incentivization/gamification.
- Solution will incorporate will kind of mental health resource directory.
Furthermore, it appears that from both the interview and survey data pools, the majority of students are well-aware of strategies and/or resources to improve their mental health, and yet choose not to use them. Based on other pieces of data, we can conclude potential reasons for this behaviour such as lacking the motivation to use them, not having the time, and not believing that they would be useful.