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ATIC

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A conceptual mental-health platform that allows users to explore various therapy modalities and resources in an approachable and optimistic way.

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-atic

(a suffix; pertaining to; of the nature of)

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Role

UX Designer

UX Researcher 
 

Tools Used

Figma

Otter.ai

Optimal Workshop

Maze

 

Timeline

12 weeks

 

Solution

Develop a responsive website that allows users to explore various therapy modalities and resources in an approachable and optimistic way. Users can explore modalities on their own or discover recommended modalities by taking Atic’s ai-powered quiz.

 

Problem

Mental health influences our everyday lives as it affects how we think, feel, and act. While mental health improvement is on the minds of many, individuals have a hard time finding a therapy modality that feels like a right fit for them.

 

What steps were taken to solve this problem?

By using the design process, we were able to truly understand our users and develop solutions that work for them. 

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empathize

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define

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ideate

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prototype

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test

01. empathize

Research Goal

Learn what users want out of an online therapy platform so that we can design an approachable and easy-to-use product where users can get the help that they need with their mental health. 

Research Objectives

Identify Needs

Understand the needs of people who are thinking about their mental health and seeking professional help.

Catalog Experiences

Learn the successes and frustrations users have faced communicating with a therapist and/or using online platforms to do so.

Analyze Tools

Learn what online therapy tools actually help people achieve long-term success.

 

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Anxiety

Over 40 million adults in the U.S. (19.1%) have an anxiety disorder.

Market Data

Depression

19.4 million adults, or 7.8 percent of all adults in the United States, had at least one episode of major depression in 2019.

Needs

In the United States alone, about 1 in 5 people report having an unmet need in regards to mental health care (that’s 9 million people!)

Competitive Analysis

We started the project with the idea that the product would be another flavor of online therapy. So, we evaluated three of the most popular tele-therapy platforms.

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User Interviews

Time to get some insight!
In order to better understand the needs of our users..

5 participants were interviewed between the ages of 26-30.

Other important deets:

* all participants spent time thinking about their mental health

* all participants had tried either in person or teletherapy.

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Affinity Mapping

After conducting the interview and sifting thought the data, an affinity map was created to identify the patterns among my users.  We organized the data in various ways, but the following categories were most insightful. 

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peruse the full Figma file here

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Key Takeaways

an "ah-hah!" moment:

**The conversations we had with our participants were incredibly insightful. The needs of the users were so different than we initially assumed- none of the participants were interested in perusing tele-therapy! While all interviewees expressed that they prefer in person therapy, they all had something else in common : 

Every interviewee expressed interest in exploring or learning about various modalities of therapy**

Participant #3

“ I think it would be cool to know more or have more information about all the different kinds of therapy. Sometimes when you get a therapist bio, they offer this type and this type in this type of therapy, but people don't always know what those are.”

User Personas

After listening to my participants and using this newfound information to change course, we developed three user personas based on insights gathered during our research. 

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Our Therapy- Fanatic, Natasha, became the main persona the project was intended for.  

Hi Natasha! 

02. define

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POV & HMWs

Point of View Statement- Frames the problem in a way that keeps a focus on users, their needs, and the insights about them.

We'd like to explore ways to discover how people interested in trying therapy can find the perfect match and modality of therapy that feels curated just for them.

How Might We Questions- Turns the problem at hand into design opportunities.

(1) How might we make people who want to explore therapy feel confident about finding a therapy modality that works for them?

(2) How might we make additional therapeutic resources available to young people who are already going to talk therapy but want more out of their experience.

Project Goals

To further define the product, we brainstormed business, user, and tech goals within the context of the research findings.

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03. ideate

" I begin with an idea, and then it becomes something else."
 
- Pablo Picasso
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Site Map

Using the information gathered from the users, our inspiration from my user personas, and the opportunity spaces that were found by my HMWs and project goals, We developed Attic's first site map. After a few iterations after a card sort using Optimal Workshop, we solidified the following navigation: 

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Task Flows

After the site map was solicited, task flows were created for the platform's three main features.

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Wireframes

Defining the task flows helped us to create the initial iterations of low and mid-fid wireframes. 

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UI Components 

Before creating Attic's high-fidelity designs, we developed a UI Component Library in order to simplify the design process and create consistency across the platform. 

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04. prototype

Prototypes

Flow 1  of the high fidelity design takes welcomes the user to Atic and guides them through the sign up process.

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The second flow of the prototype allows the user to discover therapy modalities on their own. While learning more about a specific type of therapy, they can discover resources and save them to their wellness page to revisit later.

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The third flow takes users through Atic’s AI-powered quiz. After a series of questions, the AI recommends a therapy modality it thinks will be the best fit for the user. The user can then learn more and explore resources within that modality.

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Quiz pages were also built out for desktop to round out this responsive website. See the full flow on Figma here.

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05. test

Usability Testing

Time for testing! After finishing my high fidelities, we recruited 8 relevant participants to participate in usability tests; 1 in person and 7 virtually with Maze.

Testing Goals:
1. Evaluate usability of each flow.
2. Gather feedback on UI and user flow.
3. Identify common pain points.
4. Observe how users are feeling when navigating the product, noting how they feel about their overall experience.

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Usability Test Findings

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While the feedback on the navigation and the UI was mostly positive, I found that a few iterations were needed...

Priority Revisions

Iterations needed:

• Build out a "my favorites/ wellness" page that can be accessed from menu icon

• Build out menu icon and remove profile icon from nav bar (also simplify search icon)

• Make sure font sizes are readable throughout. Check rules, make them uniform.

Old Flow vs New Flow

finding a saved resource

Iconography was too complicated in the first iterations. Users could not identify the profile icon. 

A menu icon replaced the profile icon. Users could not navigate here to locate their saved resources and other elements of the site.

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Typography rules were developed throughout the product to ensure consistency and enhance UI.

Try me!

Play with the prototype...

So... What's Next?

1.  Retest new iterations and edit prototype as needed

2.  Hand off to developers

3.  App exploration and design

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Reflection

•  Over these 12 weeks, I learned A LOT.  I’m happy with the outcome of this project, but am looking forward to executing this process again and again, improving with each project.

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If I had more time, I would retest the new iterations and rebuild the prototypes with proper components.

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I love this process. Working with users and colleagues to create an enjoyable product brings me so much joy. I am incredibly excited for the road ahead in UX design.

 

Whew, thanks for listening!

questions? comments? constructive criticism? let me know

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