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A gamified learning app to help students with their mental health

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ROLES

User Research, Product Design, Visual Design

COLLABORATORS

2 Experience Designers,
1 Researcher

DURATION

6 Weeks, 2024

TOOLS

Figma, After Effects, Illustrator

PROBLEM

College students struggle to follow through on mental health practices

Navigating college is hard, and self care is key. While 73% of students acknowledge the need for self-care, there is still a gap in translating this awareness into consistent practices. (U-M School of Public Health).

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What do they specifically need to focus on?

Fixing unhelpful thought patterns is a crucial first step

We all form thought patterns that shape how we handle challenges. Some help us grow, while others trap us in negative loops. The first step to healthier thinking is recognizing them.

But overcoming patterns is hard

We conducted 8 user interviews, 15 survey responses, and literature reviews on self-care and found these core barriers:

Unaware of their thought patterns

Students did not identify that their perception of a situation might be skewed

Lack of commitment and time

Students don’t know what benefits come from changing their thought perspectives

Unaware of tools that help

Students do not have an understanding of what tools can help them overcome negative thoughts

Interviews, Surveys, Competitive Analysis, Julie Dirksen’s Learning Gaps Model

From UX audits, 6 interviews, and 40+ survey responses, we saw that people had problems with shopping, but even after that.

With this, we asked

How might we empower college students to recognize, reframe, and overcome unhelpful thought patterns?

Presenting Untangle: A gamified micro-learning app

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Impact

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FEATURES

Immersive modules for lessons

The game is divided into modules that a whimsical character goes through

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Going through life events

Each module presents a series of events designed to engage learners as they learn about different thought patterns

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Collecting thoughts (ingredients)

After each event, learners collect scrolls representing thoughts, actions, and feelings they might associate to the experience

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Encountering thought patterns (thought demons)

Learners enter the reframing stage, where they identify patterns in their scrolls, which appear as thought demons

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Learning about patterns

After unlocking thought demons, learners explore related feelings and actions that were dictated by the cognitive patterns.

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Rewriting patterns (brewing an antidote)

Learners are encouraged to reflect and reframe their thought into a scroll. This unlocks an antidote potion.

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Receiving feedback

Receive AI-generated feedback based on the words you use to reframe your thought.

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Prompting reflections

Each reframing exercise ends with a rhetorical question for learners to reflect on to carry their learnings into the real world.

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PROCESS

Leveraging tools that clinicians use

In consultation with a psychologist, we chose to focus on Cognitive Behavioral Therapy techniques as they are widely used, effective, and a manageable foundation for teaching reframing.

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Expert interviews, Literature reviews

The game is based on the idea of practicing CBT to overcome a thought pattern by collecting thought, feeling, and action scrolls after a scenario

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Learning about emotional concepts through fiction

From our interviews and initial idea testing, we found that users preferred exploring emotional concepts through fictional scenarios, so we decided to design a gamified learning experience 

Designing a framework for the app

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Attracting learners with shiny things

In Julie Dirksen’s model on capturing learner attention and motivation, she talks about using “shiny things” to attract the learner's attention.

We focused on two: the immersive, relatable visual style of the game and subtle gamified nudges that keep learners curious and coming back.

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What is the game narrative?

A whimsical character, Mae's goal is to get to a meadow. In her journey, she encounters life events which makes her collect thoughts, feelings, and actions. These reveal thought patterns that can be fixed by reframing, taming demons to friends

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Designing the Visuals:

Whimsical and Dreamy Visuals

We designed 3 different moodboards outlining prominent gaming visual themes that exist in the paradigm of learning games. We tested these with and found that they preferred a combination of “Dreamy and Whimsical”

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We developed a color palette and visual system to support this style. We went for a whimsical forest setting, and chose colors and fonts to complement that.

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We chose Petrona and Manrope to create a whimsical, dreamy feel while maintaining clarity and readability.

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Simple, repetitive layouts

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OUTRO

Designing for mental health isn't just about making something functional, it’s about creating an experience that feels safe, motivating, and easy to return to. Here’s what stood out during the process:

What I learnt: 

Context is important

We learned that designing the hook is just as crucial as the experience itself—engagement starts before the first tap.

Mental health design needs nuance

Tone, timing, and visuals all influence how safe and effective the experience feels.

Behavior change needs micro wins.

Small, scaffolded learning moments kept users engaged and reduced cognitive fatigue.

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