Student Mental Wellbeing Application
Received the 3rd place award out of 17 teams for developing an application aimed at enhancing students' mental well-being during a challenging 3-day event organized by Red River College. I assumed a leadership role within a group of 5 individuals from different backgrounds, providing guidance, support, and motivation to team members in a high-pressure environment, ensuring the successful achievement of the group's objectives. We utilized the 5-stage design thinking technique as part of a design sprint practice to invent and create a prototype application that facilitates peer support for students.
In the empathize stage of the design sprint, we conducted research on university students, our application's target users. We developed personas to understand their attributes, goals, and pain points, fostering empathy and informing our design process.
In the Define phase, we built upon the insights gathered during the empathize phase to establish a clear focus. This involves defining the specific context and desired outcomes for potential solutions. We specifically identified the core problems that students might face regarding their mental well-being.
During the Ideation phase, our team engaged in collaborative brainstorming to generate design solutions for the student app. Through group mind mapping and voting, we identified popular ideas such as using social media, incorporating gamification, and facilitating connections with family and friends. The aim was to produce a multitude of ideas and filter them down to the most innovative and practical solutions.
In the Prototype phase, we designed a prototype based on the selected idea from the previous phase. Our main focus was leveraging peers for mental well-being, acknowledging our tendency to prioritize others' needs. The goal was to create a fast and realistic prototype that could be validated for effectiveness.
In the Test phase, we gathered feedback on our prototype and overall idea through a survey with 20 participants and interviews with 5 individuals. This allowed us to gauge their reactions, interest, and thoughts toward our design.