Lotus You(th)

Combating Mental Health Stigma for Asian American Adolescents

Overview 1/4

My role

Lotus You(th) is a platform by Engage You(th), dedicated to providing mental well-being to Asian American adolescents by providing lessons in psychoeducation, providing community support, and setting weekly goals.

I led the design and research strategies of the overall app and focused on the layout of the psychoeducation features. I utilized strategy frameworks, defined key actions, and shipped a polished design.

ROLE

Product Lead
UX Designer

TIMELINE

12 Weeks

TEAM

Jamiez Vo / UX Designer
Ali Adnan / Graphic Designer
Michaela Lee / Engineer
Michaela Greenlee / Copywriter

TOOLS USED

Figma
Adobe Illustrator
Asana
Overview 2/4

Goals

Engage You(th) works as a non-profit to empower Asian American adolescents by addressing generational expectations that hinder access to mental health resources. The goal is to design an educational platform allowing Asian American adolescents to easily access mental health resources and learn lifelong coping skills.

Overview 3/4

Problem Statement

While there are many various mental health apps, none directly target a specific population. Similarly, it's often challenging for users to stay disciplined and consistent. Particularly as a nonprofit organization, focusing on user engagement and current interest is necessary for us to address the missions of the overall organization.

How can we develop a culturally sensitive psychoeducation app that maximizes learning outcomes through engagement and usability features?
Overview 4/4

Solution

I collaborated with a small team to streamline navigation flow, create a culturally sensitive experience, and design an overall engaging learning experience to promote learning outcomes for Asian American adolescents. As a result, we generated 84% of user interest of the 25 participants we tested.

Research Strategy

Devising a Plan

We first needed to define the goals we wanted to reach for our research, and listed viable examples.

Research methods

01
Online research papers
02
In-person interviews
03
Competition Analysis

Target users

01
Asian American adolescents (AAA) who have had issues accessing mental health resources
02
AAA who have had trouble speaking one-on-one to a therapist
Research Study 2/3

User Interviews

I interviewed 15 Asian Americans from various upbringings to understand how much our thoughts and experiences correlate and determine common biases.

How willing are you to receive mental health support?
5.67
out of 10
How familiar are you with digital mental healthcare and counseling?
6.78
out of 10
How comfortable are you asking for mental health support?
3.62
out of 10
Do you find current online counseling services reliable?
46.30%
said YES
Do you prefer one-on-one sessions with professionals?
60.45%
said NO
What would help you learn in a mental health app?
Research Study 3/3

Competition Analysis

To understand the competitive landscape, we analyzed 9 competitor strengths and weaknesses to exploit the benefits in our business model and strategize innovative techniques in the market landscape.

Insights

01
High subscription fees are not accessible for adolescents
02
Free apps have too many ads that take away from the learning experience and impacts company reputation
03
Engaging strategies are highly efficient long-term
04
Community interaction promotes support from others who are willing to share

General Research Findings / Pain Points

01
There’s a lack of engaging digital mental health resources on the market. The ones that are engaging have too many ads that take away from the learning experience.
02
Many Asian American adolescents are afraid to ask for mental health support from their friends and family due to cultural stigma. Psychoeducation is easily accessible and completely anonymous.
03
Most mental health services are not easily accessible for adolescents. They either require parent permission or a hefty subscription fee.
Brainstorm 1/3

Mapping the Layout

I first brainstormed the necessary pages with the team and constructed the information architecture and user flow of the layout.

Brainstorm 3/3

Refining the Design

The original design did not do a great job at visualizing progress so I continued iterating with the design team to emphasize numeric metrics, progress, and badges.

After rounds of iterations and improvements, I watched my thought processes transform through my mockups.

Lo/fi wireframe
First iteration
Final iteration
User Testing 1/2

Questionnaire

To test the usability and efficacy our first iteration of designs, we asked 25 participants to navigate through the app prototype and fill out a google form with qualitative and quantitative questions.
User Testing 2/2

User Response

The original design did not consider the cultural nuances that Asian Americans are often pressured to succeed. When they don't, they are often faced with shame and guilt, preventing future progress.

Based on user feedback, we updated the results page to omit the percentage rating to prevent users from negative feelings.

Positive Feedback

01
"The video content is really engaging"
02
"The quizzes are short enough to remember what I just learned"
03
"I really enjoy the calming feel of the app"
04
"I would try it out when it first launches"

Negative Feedback

X
"The percentage score on the results page would make me feel sad if I did poorly"
X
"I think this is a really useful app, but this isn't for me since I don't like talking about mental health"
Iteration Update 1/1

Small change = Big results

As a designer, it’s important to recognize the context of my designs. The original wireframe did not consider the cultural nuances that Asian Americans are often pressured to succeed.
Original
Updated Design
Design Mistake
Mental health is a sensitive topic -- testing revealed that percentage scores may act as a trigger point and cause shame and guilt
Learning Curve
An illustration paired with a motivational response maintains an encouraging user experience and promotes progress

Design Solutions

01
Microlearning - Keep it short and sweet
Attention spans wane over time.

Therefore, we needed to exploit the most of user engagement times. Each lesson is composed of a ~3 minute informational video and a mini quiz. These lessons are kept short to prevent fatigue and a quiz right after seals in the information the user just learned.

As evident with research, *psychoeducation provides a comprehensive online resource center in both written and video format in knowledge about psychosis*

Lukens, E. P., & McFarlane, W. R. (2006). Psychoeducation as Evidence-Based Practice: Considerations for Practice, Research, and Policy. In A. R. Roberts & K. R. Yeager (Eds.), Foundations of evidence-based social work practice (pp. 291–313). Oxford University Press.
Video
Quiz
02
Gamification to increase retention rates
Mental health isn't a very exciting topic.

Included gamification features, such as the “Planting Journey”, to increase engagement and goal orientation. Users can collect badges and view progress by watching their garden grow.

Progress page
Lotus Garden
03
Promote implicit decision making
Being decisive can be overwhelming and tiring.

Ordering tasks in order of importance implicitly drives users to click the first button since we want them to complete tasks BEFORE navigating the rest of the rest of the resources.

Psychological basis

The Primacy Effect is a cognitive bias that results in a person remembering the first items in a sequence more effectively than those presented later.

Homepage
Psychoeducation page
04
Emotional check-in to promote mindfulness
Without an understanding of emotions, identifying areas for improvement becomes difficult

Incorporating an emotional check-in after logging in each day helps users clearly identify their current emotions and emotional changes through app usage to show improvements in their mentality.

(Entrance) Emotional check-in
Psychoeducation page
05
Integrated journaling and support for personal growth
Navigating mental health alone is challenging

Journaling provides a private space for self-reflection, emotional processing, and clarity of thought, helping individuals track their progress and identify patterns over time.

Community support offers connection, encouragement, and shared experiences, fostering a sense of belonging and reminding individuals that they are not alone in their journey.

Together, they promote emotional well-being and personal growth.

Community Interaction
Psychoeducation page
Impact

Results

We generated 84% user interest from the 25 participants we tested. The remaining 16% claimed that although they liked the concept, they had no interest in talking or learning about mental health.

Takeaways

Reflection

For our first round of development, I was impressed with our outcome and feedback from potential users. Working in an early-stage startup was an eye-opening experience that taught me a lot about being lean and knowing when and where to focus my energy and efforts.

Given the resources that we were equipped with, we made large amounts of improvements and achieved significant milestones, though with additional resources, our potential for even greater innovation and progress would be amplified.

In the future, I plan to add a metrics page to help users visualize their progress on their mental health journey. This helps address the sense of stagnation that can often make the healing process feel unrewarding and discourage persistence.