Designing a mental health care interface for tweens, focused on educating them about bullying, its impact, and strategies to overcome victimization.

An App that empowers tweens to independently engage in activities while learning valuable lessons on bullying prevention through interactive and educational modules.

TITLE

Tweentoon Responsive Application Design

ROLE

UI/UX Design, User Problem, Brand Identity, Visual Design

TOOLS

Adobe Creative Suite, Miro, & Figma

TIMELINE

8 Weeks

TEAM

Individual Project

PROBLEM STATEMENT

How might we help tweens recognize, address, and communicate about bullying; therby improving their wellbeing and adaptability?

Success Metrics: User Engagement and Communication

Achieving high user engagement and communication effectiveness by attaining increased participation rates, high completion rates of educational modules and improved self-reported communication about bullying incidents among tweens within the Tweentoon application, indicating strong adoption and impact of the platform.

SOLUTION

Experience mindfulness and therapy anywhere with Tweentoon’s immersive, device-friendly tools and techniques

Tweentoon will engage you with it’s immersive learning experiences that is effective regardless of device, screen size or location. Offering you proven tools, techniques, and activities contained in the app that stay forever, in an approachable way without taking away the fun.

Tweens can earn badges for completing activities, unlocking new activities, games, stories and music that will help them move along their learning journey!

RESEARCH

Cartoon Network has previously done campaigns on “Stop bullying: Speak up”

2016: Improve communication to combat bullying

2018: Stop bullying before it starts: Giving kids a voice

2020: Tween cyberbullying in 2020

After 2020, Cartoon Network has not launched any new campaigns. The most notable update has been its integration into Warner Bros. Discovery, a transition that occured following the merger between WarnerMedia and Discovery, Inc. in 2022.

APPROACH

Embracing the post-2020 tech shift, I launched a new fictious camopaign, seamlessly integrating application design.

As there was a significant shift after pandemic, tweens to adults became more adept with technology. In line with this trend, I decided to continue the tradition by launching a new fictitious campaign, now integrating technology through innovative application design.

1.Secondary Research 2.Competitive Analysis 3.Ideation 4.User Research

1. Secondary research

There were three things of primary interest that I addressed through my secondary research. I wanted to know

  • Tweens lack knowledge & confidence of how to speak up for themselves and other.

  • Resources to give knowledge to the child.

  • Integrating this into school extracurricular programs with the aim of establishing it as a mandatory area of learning.

Takeaways from the online existing sources I collected

The metrics people utilize vary depending on whether they are experiencing bullying, bullying others, or supporting someone by speaking up against bullying.

Some other common methods apps use in order to keep users motivated to practice learning include

  • Online communities

  • Sharing victory

  • Following challenges

  • Earning badges/ rewards

  • Record stats

2. Competitive Analysis

I listed down the features of leading health apps from the App Store and noted the differentiations and overlaps through a Venn Diagram. I was particularly interested in the overlaps in features because it gave me a good baseline of the features I should consider for Tweentoon.

Comparisons from top apps Headspace, Calm & STOPit

Overlapping features include syncing abilities with other apps, and challenges for the community or your kids to participate in.

3. Ideation

After carefully evaluating the features of various competing apps in the market, I concluded that the ideal output should encompass the following:

  • Learning-based platform focused on raising awareness about bullying

  • Immersive guided experience for learning

  • Integrates mindfulness, kindness, games, music, videos, and interactive features

  • Convenient all-in-one platform, eliminating the need for multiple app downloads

The main aspect of the app naturally encourages learning and I used this opportunity to introduce badges in hopes of making learning healthy.

I leveraged this opportunity to collaborate with schools, integrating this into their extracurricular curriculum. This approach allows tweens to acquire knowledge at an early age. Additionally, it offers the flexibility to download certificates at any time and , in case of changing schools, enables the addition of a new school code to transfer earned credits.

The layout is designed to reduce visual clutter for easier scanning.

4.User Research

Method: Survey, Sorting

Bullying experiences are unique and personal to each individual.

With that in mind, I conducted an open-ended survey (Google Forms) with 6 active people within the residential community and asked them about the bullying experience among their tween or kids and what steps they are taking for it.

The answers fell under 2 categories: physical bullying, & verbal bullying.

I also asked them if there were anything they would be curious about and gained an important inspiration.

Creating a common space where parents, & teachers both could come together and share about any unusual activity/ incident occurred in the classroom anonymously.

User testing

 

Prototype (User Guide)

Onboarding for New Users

Onboarding for existing users

A quick dive into the activity feature to view the functionality of different activities

A quick glimpse into the music feature

Walkthrough of Parents Teacher Community feature

 
Previous
Previous

Mapping a web-based data visualization of my 40-days Art Journal routine, capturing personal insights and experiences.

Next
Next

Creating an Experimental Display Type influenced by Hindu Epics. Each letter is incorporated with a story making it interactive.