Junction-18 were approached by Takeda UK, requesting an app concept to educate users the effects of stress and anxiety can have on the human mind and body.
Takeda required a native application to assist their mental health awareness campaign. Although more prominent in our cultural environment, mental health issues and their side effects are largely misunderstood by friends, family and colleagues of diagnosees. Takeda wanted to offer an app to build a better understanding of the struggles and serious effects these issues can have on daily life.
The premise was to capture the intense emotions that come with mental health issues, and so it was recognised early that the app had to be more than a visual experience. I researched ASMR, which focuses on sensory response, elicit a pleasant physical or emotional feeling in response to soft sounds, but I wanted know the physical effects that would occur if we flipped this concept and used stressful sounds to elicit a very different set of emotions. The outcome is based around an intense audio experience in which users are subjected to sounds such as heartbeat, busy crowds and other stressful situations. The user will be asked to make decisions to calm themselves by swiping left and right, receiving a score at the end of each scenario.
Creating noise pollution
The aim was to push the sensory audio experience as far as possible and evoke a sense of complete urgency, stress and discomfort to the user, mirroring the distress of mental health diagnosees’.
User flow and wireframing
Visualising the structure is the first project process which heavily involves the client, transforming abstract concepts into a tangible visuals without distraction. Creating wireframes pushes usability to the forefront in showcasing page layouts at their core and forces us to look objectively at a website's ease of use, conversion paths, naming of links, navigation placement and feature placement.
High fidelity visuals
The high fidelity process allows the client to examine usability in detail and make conclusions about the user behaviour. A small sample of the hi-fi prototypes created before the project was postponed, covering not only the interface of the product in terms of visuals and aesthetics, but also the user experience aspects; interactions, user flow and behaviour. Below are three screens in which the user will sign in, engage in game play and receive their final score.