A Happier Me

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TIMELINE · Winter 2024ROLE · UX/UI DesignerTEAM · 9 Person Cross-Functional TeamTOOLS · Figma, Flutter, Firebase

A Happier Me

Designing a wellbeing app to empower Vietnamese youth through mindfulness and social-emotional learning.

THE OPPORTUNITY

A Happier Me runs ‘Wellbeing Circles’ — in-person mindfulness programs for Vietnamese youth. In a design practicum course, our team partnered with A Happier Me, a Vietnamese social enterprise, to extend their in-person mindfulness programs into a mobile app for youth facing mental health stigma.

I conducted UX research and designed the complete daily check-in experience, focusing on the mood selection interface and mindful breathing flow. I also conducted 4 usability tests improving task completion from 60% to 100%, performed competitive analysis of mental health apps, wrote UX copy using non-clinical culturally sensitive language, and built interactive prototypes in Figma for usability testing and client delivery.

The Challenge

The previous team's prototype didn't align with brand guidelines and lacked cultural appropriateness. We were tasked with redesigning from scratch while navigating a complex cultural context. Mental health in Vietnam carries deep stigma, and we couldn't access our actual target users for testing.

14 Million

People needing mental health care in Vietnam

In 2023, about 14 million people suffer from mental disorders in Vietnam

143

Total clinical psychologists and psychotherapists

In 2023, the country only has 143 clinical psychologists and psychotherapists available (4 per 100,000 vs US's 30+)

4x

Higher risk for low-income youth to have poor mental health

Youth from poor households are 4x less likely to have good mental health, yet least able to afford care

Cultural stigma compounds the structural problem:

Cultural Stigma

Mental illness seen as 'punishment from ancestors' — families feel shame, parents dismiss children's struggles

Economic Barriers

Western apps ($10-15/month) and therapy remain unaffordable for those who need it most

Education Gap

No mental health curriculum means youth lack vocabulary to describe or process their emotions

Access Problem

143 psychologists for 14M people, concentrated in urban areas with long wait times

Defining the Goal

PROJECT GOAL

How might we create an app that makes mindfulness accessible within Vietnamese cultural context while also enabling wellbeing practices without requiring professional intervention or exposing vulnerable users to stigma?

Navigating the Constraint

The biggest challenge: we couldn't travel to Vietnam to interview actual users. This created risk of cultural misunderstanding and assumptions. To mitigate this, my team honed in on multiple research methods and leaned heavily on client expertise.

Stakeholder Interviews
  • Phuong Anh Nguyen (Founder, A Happier Me) via emailorganizational vision and cultural context
  • Dr. Kaitlyn Saulman (UCSD Psychologist) via Zoomclinical best practices for youth mental health
  • University student in-personend-user proxy for pain points
User SurveysDesigned and distributed surveys collecting quantitative data on mental health attitudes, app preferences, and daily habits across 50+ respondents.
Secondary ResearchStudied Vietnamese mental health landscape, cultural attitudes toward mental illness, and government infrastructure gaps.
Competitive AnalysisAnalyzed Western mental health apps to identify gaps in cultural contextualization and affordability.
AppProblemSolutionProsCons
HeadspaceHeadspace
Lack of mental health resource accessEvidence-based meditation, mindfulness, and therapy with guided support
  • Structured, beginner-friendly
  • Professional aesthetic builds trust
  • Live podcasts for human connection
  • Expensive subscription barrier
  • Western-centric approach
SunsamaSunsama
Overwhelming daily planning without realistic goalsGuided planning with timeboxing and app integration
  • Deep app integration
  • Analytics and weekly reviews
  • Promotes calm focus
  • High cost
  • Productivity-focused, not mental health
ReflectlyReflectly
Static, non-interactive journalingAI-powered reflective journaling with prompts
  • Guided prompts inspire reflection
  • Easy daily use
  • Leading questions limit exploration
  • Privacy concerns with AI

Finding: Existing solutions require high financial commitment and aren't culturally contextualized.

Key Insights

Guided meditations would be a good way to walk a person through a mindfulness exercise to help them through a thought process.

From Dr. Saulman (UCSD Psychologist)

A way to help folks feel more comfortable about depression which is a heavy clinical term can be instead phrased 'I am feeling sad.'

From Dr. Saulman (UCSD Psychologist)

I feel like mental health resources are not as accessible as they should be. Many people have difficulties getting appointments.

From Sanya K. (UCSD Student)

The previous team's website prototype was good, the users feedback was positive. The app was not usable as little has been done.

From Phuong Anh Nguyen (Founder, A Happier Me)

These insights shaped our core design decisions. Our app needed guided mindfulness exercises using approachable, non-clinical language instead of terms like ‘depression’ or ‘therapy.’ The real barrier wasn't desire for mental health support, it was accessibility and cost. With the previous team's app being unusable, we had to start fresh and prioritize usability from the ground up.

User Persona

From our research, we created Linh Thuy, 17, student in Ho Chi Minh who embodies our target user:

User Persona — Linh Thuy

Mapping Structure and Flow

My team and I mapped the user journey to establish two distinct paths: first-time users needed onboarding and topic selection, while returning users required quick access to their daily check-in.

User Flow

User Flow Diagram

Low Fidelity Wireframes

Low Fidelity Wireframes

We identified two key paths: first-time users needed onboarding and topic selection, while returning users required quick access to start their daily check-in. The wireframes established a linear progression (mood → activity → journal).

Exploring Three Visual Directions

We then explored three distinct approaches to find the right balance between professionalism and approachability for Vietnamese youth:

Option 1: WellbeingWorks

Option 1: WellbeingWorks

(Professional Minimalism)

Inspiration: Slack, Google Workspace

STRENGTHS

  • Clean lines reduce cognitive load
  • Professional aesthetic builds trust and credibility
  • Clear task hierarchy keeps users focused

LIMITATIONS

  • Generic appearance may feel less personable for youth
  • Less encouraging tone compared to other options
Option 2: Glow UP

Option 2: Glow UP

(Gen-Z Focused)

Inspiration: Snapchat, Reflectly

STRENGTHS

  • Vibrant colors grab attention
  • Interactive text encourages engagement
  • Emojis and trends resonate with target demographic

LIMITATIONS

  • Could alienate users outside 13–22 age range
  • Trend-dependent design could date quickly
  • Could exclude older users who still need support
Option 3: A Happier Me

Option 3: A Happier Me

(Culturally Grounded)

Inspiration: A Happier Me's brand guidelines

STRENGTHS

  • Balances approachability with credibility
  • Welcoming space for emotional expression
  • Works across full 10–30 age range

LIMITATIONS

  • Multiple colors could become distracting if not carefully balanced
  • Requires careful consistency in button/header styling

Choosing the Direction

Decision Matrix

My team and I evaluated the three directions using weighted criteria based on project priorities. Scores represent relative strengths against A Happier Me as the baseline: +1 (stronger), 0 (neutral), -1 (weaker).

ConceptUsability (3×)Desirability (2×)Cultural (2×)Feasibility (1×)Total
WellbeingWorks0-1+1+1-1
Glow UP0+1-100
A Happier Me00000

THE DECISION

While ‘A Happier Me’ and ‘Glow UP’ tied at 0, we selected ‘A Happier Me’ because the client wanted stronger brand alignment while still incorporating the engaging elements (emojis, encouraging copy) that made Glow UP appealing. This gave us the best of both worlds.

  • Client Need: Brand guideline alignment was explicitly requested after the previous team failed to deliver
  • Long-term Sustainability: Won't feel dated in 2–3 years like trend-dependent 'Glow UP'
  • Versatility: Works across full 10–30 age range

First Iteration

After selecting ‘A Happier Me,’ we designed the complete daily check-in experience using warm colors, rounded shapes, and non-clinical language to reduce stigma around mental health. Working with my team, I focused on designing the daily check-in flow — specifically the mood selection and mindful breathing sequences. We created three themed content days (mindful breathing, grounding exercise, gratitude reflection) to demonstrate how the weekly curriculum would rotate.

First Iteration Screens

Usability Testing Changes

I conducted usability testing with 4 college students (ages 20–22) via Zoom. Based on their feedback, we made targeted iterations to improve clarity and consistency.

TESTING RESULTS

Initial results: Only 60% of participants could complete the flow without confusion or getting stuck.

Task completion improved from 60% to 100% after iterations.

DECISION 1: HOME SCREEN RESTRUCTURE

Before

The home screen was overwhelming to look at because everything was clustered together — it took longer to process everything and break it down into smaller sections.

Nathanael

After
  • Broke information into larger, distinct sections
  • Used card-based containers to separate primary vs secondary features
  • Applied whitespace to improve visual clarity

DECISION 2: EXIT FLOW CONSISTENCY

Before

I was thrown off by the lack of a button on the final streak page.

Nathanael

After
  • Changed arrow to button similar to ones used throughout check-in
  • Maintained consistent navigation pattern
  • Aligned with mental model users developed during flow

DECISION 3: BREATHING EXERCISE CLARITY

Before

I was confused about how long I was supposed to do the breathing activity — there was no clear beginning or ending.

Hannah

After
  • Added animated GIF showing expanding/contracting motion
  • Greyed out button until timer is over
  • Added 1-minute countdown timer for clear duration

Test participants unanimously agreed the prototype was easy and intuitive to use due to its interface and simple directions. Participants noted the effectiveness of the activities' simplicity through encouraging mindfulness and self-reflection. Some expressed they could see themselves using the app regularly.

Testing Limitations: We interviewed UCSD students rather than Vietnamese youth due to access constraints.

Final Designs

We designed a rotating content system with three themed mindfulness exercises. Each day follows the same supportive structure: mood selection → guided exercise → reflection → gratitude → celebration, but teaches different techniques to build a comprehensive mindfulness practice.

Day 1: Grounding Exercise

Users connect with the present moment through breath and physical awareness of their connection to the ground, then reflect on the experience.

Day 2: Mindful Breathing

Users practice guided breathing with animated visual cues and a 1-minute timer. The expanding/contracting animation provides a clear focal point and pacing guide.

Day 3: Mindful Listening

Users practice focused listening to ambient sounds, guided by prompts that encourage present-moment awareness without judgment.

SIMPLICITY IS A FEATURE, NOT A COMPROMISE

Testing revealed that shorter sessions made the experience more approachable, not less meaningful. Designing for accessibility sometimes means doing less, not more.

CLEAR EXPECTATIONS ELIMINATE CONFUSION

Users assumed the breathing exercise was broken because they didn't know how long to wait. A countdown timer fixed it entirely.

PROJECT OUTCOME

The client approved the designs for implementation.

We delivered the complete design system, interactive prototype, and documentation to A Happier Me after the project. The client approved the designs for implementation with their development team.