Designing for Mental Health and Wellbeing: Integrating Mental Health Support into UI/UX Design Course

Collaborative work, peer feedback and positive psychology were integral to the whole process, fostering a supportive learning environment.

Ting Zhou
Assistant Professor
University of Connecticut

The mental health crisis is a significant challenge currently affecting college students. According to data from the Healthy Minds Study, which surveyed 76,406 students across the country, 41% of college students experienced depression, 36% experienced anxiety, 14% experienced eating disorders, 14% had suicidal ideation during the 2022-2023 academic year. The main barriers to help-seeking are “no need for services” (35%) and “not enough time” (24%).  (HMS National 2022-2023 Data Report) Given that 97% of Americans ages 18-29 own a smartphone (Pew Research Center, 2021), the mHealth (mobile Health) application has been one of the primary tools for wellness management, especially during COVID-19. It expands accessibility to support mental health and coping skills, helping students flourish on college campuses. Design thinking (DT) is the fundamental theory in UI/UX design that helps people to become more innovative and creative (Brown T., 2009).

This study aims to explore the integration of mental health support into design education by teaching students to design mHealth applications. The focus is on utilizing human-centered design principles to address mental health challenges among college students. Design students were guided through the design thinking process (empathize, define, ideate, prototype, test) to develop mHealth applications targeting mental health and wellness. Projects were based on students’ personal interests and experiences in mental health, addressing conditions such as ADHD, bipolar disorder, anxiety, sobriety, seasonal affective disorder (SAD), and dissociative identity disorder (DID).  Collaborative work, peer feedback and positive psychology were integral to the whole process, fostering a supportive learning environment.

Through the human-centered design process, students gained profound knowledge of mental health issues on campus and developed innovative solutions tailored to specific user needs. The collaborative approach promoted a culture of empathy and understanding, making students more comfortable discussing mental health and recognizing the importance of self-care. This method normalized help-seeking behavior and integrated positive psychology into their daily lives. It not only prepares future designers to create accessible mental health support tools but also promotes their own mental well-being and professional development.

References

  1. Pew Research Center. (2021). Mobile fact sheet. Retrieved from https://www.pewresearch.org/internet/fact-sheet/mobile/ on 6th of August, 2021.
  2. Brown, T. (2009). Change by design: how design thinking transforms organizations and inspires innovation. [New York], Harper Business.

This design research is presented at Design Incubation Colloquium 11.1: Boston University on Friday, October 25, 2024.

Worry Quest: Adventure Games for Fighting Anxiety

Matthew Bambach
MFA candidate, Graphic Design
Maryland Institute College of Art

Worry Quest is an app that helps fill gaps in mental health care experienced by young adults. It uses joy and technology to combat anxiety with simple, proven, psychotherapy techniques. The app lets youth envision themselves as a hero and their anxieties as a personalized monster. From there, they can choose between three different therapy adventures to “defeat their demons,” depending on how they prefer to cope with their own anxiety. Users are directed through a rousing dialogue with their “anxiety demon” and are rewarded along the way with pleasant visuals, sounds, and animations upon completing both tactile and self-reflective activities.

Activities in the app have been conceptualized from participatory research prompts, and are backed by approaches such as Cognitive Behavioral Therapy, Narrative Therapy, humor and mindfulness practice. The app continues to be developed in consultation with public input, beta testers, and mental health professionals. The app blends information design, interaction design, motion design, game design, user research and cognitive science—accessible through a device that nearly every millennial uses every day. By doing so, Worry Quest will help youth contextualize negative thoughts in an empowering way that affirms psychological agency and encourages positive self-care.

This research was presented at the Design Incubation Colloquium 2.5: Fashion Institute of Technology (FIT) on Saturday, March 12, 2016.