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Wellness App

UX / Product Design

Brand identity and interface design for a mental wellbeing app aimed at nurturing confidence and empathy.

This App is made for users who have problem to speak up for themselves or think more for other. It encourages them to change slightly or strongly, depends on their goals, by recording behaviors.

Learn more about the project at the end.

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Inspired by glass lamps at the bar, the App creates a welcoming atmosphere entices users to express and record their energy flow.

Learn more about the project at the end.

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The swipe feature replicates the process of giving and receiving energy flows. Swiping out signifies giving energy, while swiping in represents receiving energy.

Learn more about the project at the end.

Every user input is reflected in a change of graphic imagery, in size, color, number, or interaction. For example, when user change 'time' from 'morning' to 'evening', the background reflects the change in color and lighting.

Learn more about the project at the end.

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Project Story &
My Contribution

I developed this app as my undergraduate thesis to address mental wellbeing issues for those who care too much or too little.
 
Personally, I struggled with distancing myself from emotional narratives in my work. This traced back to my formative years as a Giver, when I poured my energy into supporting others around me, with some of them navigating battles with depression. I hope by developing this App, my loved ones could embark on self-reflection journeys, gaining empathy and understanding. Meanwhile, it helped me break free from emotional constraints, empowering me to express my thoughts with conviction.

This app helps you care for yourself or others based on your social and mental health needs. By monitoring your daily behaviors, moods, and thoughts, it determines whether you are a Giver or a Taker. Its goal is to enhance your self-esteem, cultivate healthy and mutual relationships, and nurture a confident and caring personality.
40+ people from my senior class participated in the data gathering process. Results round up to about 5% extreme Taker, 20% Taker, 30% neither Taker nor Giver, 35% Giver, 10% extreme Giver.

Design Criteria include: A welcoming atmosphere entices users to record their energy flow; Utilize data visualization to enhance users' understanding of their situation; Implement a consistent visual system and simple yet enjoyable interactions for an engaging user experience.

The swipe feature replicates the process of creating and receiving energy flows. Swiping out signifies giving energy, while swiping in represents receiving energy.

Fun fact: My roommate was a total Taker, which she always procrastinates and rarely do the dishes during her final thesis year. After she use this prototype for a day, she did the dishes that night and appreciated my help in helping her with housework in those days that she procrastinated.

Purpose
Undergrad Thesis

Discipline
Product Design

Location
New York

Project Team
Ingrid Chou
Prin Linghomgpad
Julia Du

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