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ZENZONE

Your Gateway to Inner Peace and Connection
WELLNESS
HYBRID
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Outcomes

40%

Anticipated Improvement in Mental Well-being

20%

Projected increase in user interaction

25%

Expected Increase in Self-care participation

Overview

ZenZone enhances mental health by addressing anxiety's root causes. Using AI, it tracks mood and activity, offering morale-boosting content and connecting users with shared hobbies and events to build meaningful connections.

Team

Project Manager
3 Designers
2 Developers
Ledership

My Role

Product design lead
User research
UI/UX design
Interaction design
Branding
User Testing

Scope

Solving critical issues effectively
Initiating conversations about the need to socialize
Assisting users with their hobbies
Monitoring stress levels
Providing self-care resources

User Role and Audience

International students (ages 18-35) struggling to fit in
Individuals dealing with anxiety
Professionals finding it hard to network
People looking for groups to pursue hobbies

Problem Statement

How might we create an interactive experience that comprehensively address mental wellness
by focusing on areas that impact it both
directly or indirectly

Process

Empathize

User research

User interviews

Persona creation

Empathy map

Journey map

Market research

Benchmarking

Define

Identifying problem

Table of needs, desires, wants, concerns

Table of prioritizing

User surveys

Fit-Gap analysis

User Stories

Ideation

Random Word association

SCAMPER

Unique value proposition

Customer journey map

Tech. exploration

User Stories

Prototype

Low, mid, and high fidelity wireframes

Design system

Interactive prototype

01 Empathize

This new product was built from scratch, focusing on mental health issues that many apps overlook. Despite growing awareness and accessibility, users often hesitate to seek help, highlighting the need for innovative solutions.

Conducted User Research to understand their needs

To understand user needs, we prioritized interviewing our primary audience—international students aged 18-35. This diverse group provided varied perspectives. Open-ended questions encouraged detailed responses, fostering free expression and deeper insights.

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Briefly evaluated current competitors and their performance.

Through user interviews, we identified their needs and frustrations. To develop a solution, we needed to understand market trends and review existing products. We analyzed five well-performing products based on how they address issues and the features they offer.

This analysis helped us broaden our perspective, gain a basic understanding of market trends in mental health, and consider potential features. It also provided a clearer picture of what could be improved and highlighted potential areas for development. 

Benchmarking, comparing features with competitiors

We conducted benchmarking to compare features with competitors, analyzing strengths, weaknesses, and unique offerings. This process highlighted gaps in existing solutions and informed the development of features to enhance our product's competitive edge.

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02 Define

Phase one clarified user needs, leading to the define phase where we created a problem statement. This helped identify key pain points and outline the areas our product would address.

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Forming better understanding of the user requirements

To refine the problem statement and define key features, we categorized issues as Desire, Need, Want, and Frustration. This structure helped visualize challenges clearly.

To validate these insights, we’re creating a survey for users, asking them to rate each issue on a scale of 1 to 5 based on frequency, importance, and feasibility.

Table of Prioritizing

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03 Ideation

In this phase, we brainstormed and explored the features finalized in phase 2, aiming to present them in the most effective way for users. Using ideation methods like SCAMPER and Random Word Association, we connected ideas to create a cohesive story that addresses user needs in a relatable, user-friendly manner.

The key takeaway was the importance of addressing mental health indirectly. By focusing on user concerns without direct references to mental health, we aim to engage the subconscious and promote positive outcomes.

Summing up the findings in customer journey map

Up to this stage, we have identified the features and content for the application. We decided to organize this information within a customer journey map. This approach helps us establish a connection with the user, understanding how they will interact with the finished product.

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04 Prototyping

With features and research finalized, we began creating low-fidelity wireframes. We expanded on user stories using the format: "As a user, I want (need) so that (solution)." Next, we applied the MOSCOW prioritization model to structure the product hierarchy. This led to the creation of low-fidelity wireframes, which were then refined into high-fidelity designs.

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The user interface of the application

The application caters to issues affecting mental health, ensuring that the user interfaces address this as well. Mood-lifting colors were used, with orange as the primary color to brighten the mood and bring positivity. The icons used are minimal to go with the theme of the application. The interface is kept minimal with ample white space, allowing users to absorb information hierarchically and operate the app smoothly.

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Retrospective

Explored and implemented user-centered design principles, keeping the user at the core of the project.
Developed strong teamwork skills, collaborating effectively to achieve common goals.
Gained insight into the human mind and how mental health issues can be indirectly addressed.
Improved problem-solving by refining features based on user feedback and market trends.
Enhanced creativity and ideation through structured methods like SCAMPER and Random Word Association.

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