
Deliverable
A mobile app with AI and 3rd Party integrations
Role in the Project
UX Researcher, wireframes, mockups, graphic and prototype designer
Timeline
3 Weeks
Platforms and Resources Used
Figma, Adobe CC Suite, Rotato, Human Interface Guidelines, and Material Design.
THE PROBLEM
Gamer mental health is a topic often overlooked. Gamers of all ages can struggle to find the right balance between on-screen and off-screen time, negatively impacting their overall wellness. These users need a platform that provides resources and support to manage their challenges.
THE SOLUTION
Introducing MindQuest a mobile app tailored to video game players. The platform is a "one-stop shop" for mental health resources
specifically curated for gamers.
The Process
I started by researching existing platforms and learning about organizations that specialize in providing mental health support to gamers. Additionally, I conducted interviews with key stakeholders to understand how real users experience this problem and what prevents them from seeking help. I also analyzed how current market options address this issue and engage their users.
Key Interview and Research Insights
Normalizing Mental Health
Interviews and research highlight the lack of awareness and resources due to the social stigma around mental health. Interviewees emphasized the need for a platform that is both visually appealing and stimulating.
Self-Care Matters
With a growing number of adults experiencing mental health challenges (1 in 5), it is crucial to have self-care resources consolidated in one place.
Nostalgia is Good for the Mind
Studies show that nostalgia has positive effects on the brain and body. Many mental health therapies use this concept to help patients feel comfortable and safe.
Outside Support
Interviewees stressed the need for a support system to encourage better choices while gaming. One individual remarked, "I won't stop playing if no one tells me to stop... or until I'm about to pass out."
Research Insights Outcomes
The research process identified the following user needs:
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A platform with comprehensive resources and tools that eliminates the need to manage multiple apps.
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A welcoming environment for the gaming community.
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A focus on improving users' mental health that includes finding professional support.
Base on this information I created two main user personas:

Stephanie Strong
ABOUT
Age: 32
Profession: Unemployed
Racial Background: Caucasian
Background
Stephanie recently lost her job and has been struggling to find new employment. She uses video games as an escape from her current reality, which has led to a cycle of depression and increased isolation.
Pain Points
Motivations
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Desire to break the cycle of depression and regain a sense of purpose.
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Need for a supportive community that understands her struggles.
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Wanting to balance her love for gaming with healthier habits.
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Seeking resources to help improve her mental health and overall well-being.
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Lack of motivation and energy to look for a job.
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Feeling of worthlessness and low self-esteem due to unemployment.
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Heavy reliance on gaming as a distraction, leading to unhealthy habits and further depression
User Persona

Jacob Jules
ABOUT
Age: 23
Profession: Website Developer
Nationality: African American
Background
Jacob is a busy web developer who spends long hours at work. He often turns to video games as a way to unwind at night, but this leads to him neglecting social connections and basic self-care.
Pain Points
Motivations
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Feeling exhausted and burned out from work.
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Neglecting social relationships and self-care due to excessive gaming.
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Struggling to find a balance between work, gaming, and personal life.
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Experiencing feelings of loneliness and disconnection from loved ones.
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Desire to maintain a healthy work-life balance.
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Wanting to stay connected with friends and family.
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Seeking ways to enjoy gaming without it impacting his well-being.
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Looking for resources to manage stress and avoid burnout.
User Persona

Paper Wireframes
Before creating wireframes, I decided on the information architecture and key features for the platform. Using the Crazy 8's method, I designed the mobile app homepage, aiming for simplicity and ensuring the user avatar was central to emphasize the importance of self.

Digital Wireframes
In creating digital wireframes, I chose elements reminiscent of a game layout; moving away from traditional mobile app appearances. Concepts such as character creation emerged during this process.
Low-Fidelity Prototyping

In the low-fidelity prototype, users choose a character reflecting their feelings and mental state encouraging them to explore the app's initial features.
Branding
I initiated the branding process by conceptualizing and crafting a brand identity for the project. When thinking about the problem and original takeaways from the empathy and define phase of the design thinking process, I developed a brand identity with a 16-bit fantasy RPG feel.
Designed to evoke nostalgia for old RPG games, with a default dark mode preferred by gamers.
The name 'MindQuest' encourages the user to take action in order to improve their mental health while highlighting that being healthy requires ongoing work. The "MindQuest" logo—a shield with two swords and a heart—symbolizes mental health advocacy, protection, and the ongoing battle for well-being.


The typeface was chosen to reflect the style of 90's fantasy RPG 16-bit games.
Mockups
After finalizing the branding decisions for the site, I proceeded to create mockups for each wireframe. I created mockups that gave the app a game-like feel, featuring different characters and maps for the user's mental health journey.
After creating the visuals for maps, characters, and UI. I created the initial screens for user flow. I was interested in understanding how all of these graphic decisions complement (or don't) each other. With this user flow, I conducted a initial usability study.



Usability Studies'
Key Insights



Welcome page
The app needs a welcome page before the character selection screen.
Information
Each location should provide information about available features and actions.
90's Nostalgia
Users appreciated the 90's game feel and felt it discreetly supported mental health.
Diversity
Greater gender diversity is needed, as the app felt male-dominated.
Usability Study Insight Outcomes
The insights obtained during this phase presented me with three major outcomes emerged:
The app doesn't feel like a typical mental health app, thus reducing the fear of judgment.
The character selection needs more inclusivity for better user representation.
The branding is calming, making mental health tools fun and interesting.
Based on this, I expanded the design and created the high-fidelity prototype.
High-Fidelity
Prototyping
The high-fidelity prototype allows users to experience a range of mental health tools and resources in a game-like environment. The interactions, visuals, and narrative evoke 90's fantasy RPG games, normalizing mental health for video game players.
Key Features
Self-care
Access options such as journaling, music,
and guided meditations.
Reach to others
Connect with friends, licensed professionals, or the Guild Master (AI chatbot) for support.

Take control
Use features such as timers and missions to manage screen time and to regain control over gaming habits.


Impact

Innovating and bar setting
Mental health advocacy
Encouraging personal reflection and growth
Educational
What is next?
If this platform would to become a reality, I would take the following steps to continue improving the user flow and features:
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Collaborate with mental health professionals, developers, specialized organizations, video game developers, and other key stakeholders to enhance app features.
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Integrate the user experience with their families (for minors).
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Expand third-party integrations to connect with game consoles, Steam, and mental health apps.
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Continue conducting usability studies with gamers facing mental health challenges.