Humber College

Addressing Students Mental Health

TIMELINE

Jan - March 2025

DELIVERABLES

Student wellness mobile application

ROLE

Myself, Cassandra Mackenzie, Sanah Amba

METHODS

Competitive Analysis, Heuristic Evaluation & Survey


CONTEXT

Often students at Humber College face challenges with their mental health and wellness, often unaware of the support services available on campus. The Centre for Innovation in Health & Wellness (CIHW) approached us to research and design an application that could help students


CHALLENGE

How might we address the mental challenges students face while attending Post-Secondary?


THE SOLUTION

The solution focuses on creating an interactive and calming digital space that encourages students to reflect, express, and manage their mental well-being through personalized and engaging experiences.


Conducting

Research

Research Questions

  • What are the current limitations and challenges that students face when dealing with mental health?

  • How are the current apps meeting the needs of students?

  • What are the current methods student use to cope with mental health challenges

  • How can these methods be incorporated into an app?

Survey Questions

  • If you could create a mindfulness app, what features would be important for you?

  • What resources or tools do you use for your mental well being?

  • Which app did you like the most?

  • If a mindfulness app could be offered in another language, which language would you prefer?

Analyzing the Competitors

A Swot Analysis and Heuristic Evaluation was conducted between 4 trending Mental Wellness apps. The purpose was to identify strengths and weaknesses.

Criteria

  • Features

  • Structure / Layout

  • Navigations

  • Accessibility


Heuristic Evaluation Findings

From looking at competitors

Strengths

  • Extensive wellness resources including meditation and mindfulness tools

  • Customization features that adapt the experience to individual users

  • Positive guidance and affirmation that support mental well-being

  • Reward systems that encourage consistent engagement

Weaknesses

  • Many core features require a paid subscription

  • Too much information presented to first-time users

  • Lacks interactive features to sustain user engagement

  • Minimal opportunities for social connection or community interaction

Survey Key Findings

We then conducted a survey with 130 participants of Humber alumni to gather feedback on the existing mental wellness apps, aiming to identify applications core strengths and weaknesses.

This allowed us to gain insights into participants’ needs when creating a wellness application

What Does the Data Reveal

Understanding the Students

To stay focused on target audience, we developed a persona that captures their key demographics, behaviours, pain points and needs

Prioritizing the User Experience

We than began brainstorming, our goal is to have primary and secondary features, enabling a memorable and seamless experience. Starting with the Live Chat rooms, designated for different program

Core Features

  • Mood tracker

  • Journal entries

  • Live chat rooms

Wireframes to Digital

The next step was recreating our initial sketches into low-fidelity wireframes using Figma. This wireframe represents the Live Chat Rooms.

Design Tile

To add visual appeal to our design, a style tile was created to get a better look and feel for what the interface would like like


THE DELIVERABLE

An app that encourages mental health and sustain communities

Onboarding Process

When users create a new profile, they have the opportunity to choose which features they are most interested in using to customize their home screen.

Mood Tracker & Journal Entries

Allows users to log their current mood while creating journal entries with photos and voice memos. Based on their mood, the app can recommend personalized music, puzzles, videos, and reflective prompts.

Live Chat Rooms

Allows users to chat in different rooms, discuss different subjects and interact with those in their community.


YOU MADE IT


TAKEWAYS

When designing “Slow & Steady” to feel soft, warm, and approachable. A key challenge was balancing the content, keeping the UI clean and memorable without overcrowding it.

Also, we would like to be more involved in defining the project scope and take part in scheduling focus groups where participants had the opportunity to interact with the selected apps