eHELP - Fun individualized solutions to everyday problems

Title: Research Lead

Introduction

In recent years, there has been a growing concern about the mental health of teenagers, with issues such as anxiety and depression becoming increasingly prevalent. To address this pressing need, eHelp, a mental health app tailored specifically for teens, was developed. This case study focuses on the user experience (UX) research conducted during the app's development, including secondary research, user interviews, and usability testing.

Objective

The primary goal of eHelp was to create an accessible and engaging platform that empowers teenagers to manage their mental health effectively. The app aimed to provide a safe space for teens to express their feelings, access relevant resources, and identify personalized strategies for coping with their emotions.

Secondary Research

Before diving into primary research, I conducted extensive secondary research to understand the landscape of teen mental health and existing digital solutions. This phase involved reviewing academic literature and existing mental health apps. I explored demographic trends, common mental health issues among teens, and the effectiveness of different intervention strategies.

Key findings from secondary research informed the initial design concepts and feature set of eHelp, ensuring that the app aligned with best practices in mental health intervention and resonated with the target demographic.

User Interviews

To gain deeper insights into the needs and preferences of the target audience, I conducted a series of user interviews with teenagers aged 11 to 14. The interviews were structured to uncover:

  • Pain Points: Understand the challenges and stressors that contribute to mental health issues among teens.

  • Preferences: Explore how teenagers prefer to consume mental health information and support.

  • Feature Prioritization: Identify the most valuable features and functionalities for the app.

The user interviews revealed that teens often felt isolated in their struggles, and there was a strong preference for a more personalized and diverse platform. Additionally, the teens expressed a desire for a variety of interactive features, including mood tracking, educational resources, and active solutions.

Usability Testing

Once the initial design of eHelp was developed, I conducted usability testing through Maze to ensure the app was intuitive and user-friendly. Usability testing involved observing a diverse group of people as they interacted with the app prototype, collecting feedback on navigation, design elements, and overall user experience.

The key objectives of usability testing were to:

  • Identify Pain Points: Uncover any usability issues that could hinder the user experience.

  • Refine Design: Iterate on the design based on real user feedback.

  • Optimize Navigation: Ensure that users could easily find and utilize key features.

Usability testing led to several refinements, such as simplifying the onboarding process, improving the clarity of navigation labels, and enhancing the visibility of essential features. Feedback from usability testing played a crucial role in shaping the final design of eHelp, making it more user-friendly and aligned with the needs of its target audience.

Conclusion

The user experience research conducted during the development of eHelp played a pivotal role in creating a mental health app that resonates with teenagers. By combining insights from secondary research, user interviews, and usability testing, the eHelp team was able to design a platform that not only addresses the unique challenges faced by teens but also provides a personalized and engaging user experience. The success of eHelp demonstrates the importance of a user-centric approach in creating effective and impactful mental health solutions for today's youth.




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