Innerworld provides science-based mental health tools and strategies to the world of virtual reality. The goal of this project was to bring the tools and resources available to users in the VR world to the mobile platform.
Understanding the Problem
I conducted user research using a split cohort of 5 Innerworld users and 3 non-users to better understand the target audience. Current users were asked a series of questions about their experience with Innerworld and past usage of mental health-related applications.
These questions were...
1. What is your past or current experience with mental health apps?
2. What aspects of Innerworld do you feel are most valuable?
3. Are the CBT-based tools and resources an essential part of your experience with Innerworld?
4. Are you currently, or have you ever sought professional mental health support from a therapist or psychiatrist?
Analyzing the Data
I used affinity mapping to look for common themes in the user feedback. There were 2 aspects that users valued most from the Innerworld experience beyond the online community. These were the interactive Tools intended to improve mental health and the written Resources for understanding our mental framework.
Defining User Personas
I outlined 3 main personas to gain a better understanding of our target user. Personas were constructed from a combination of user interviews, survey data, and live VR sessions.
Skylar
Age: 21
Wants to access her favorite tools and resources from Innerworld while she is away from VR headset. Wishes she could see and edit her writing from meetings.
Linda
Age: 34
Uses Innerworld, but often doesn’t have time to make meetings. Struggles with anxiety and depression but cannot afford weekly professional support.
Ben
Age: 27
Regularly sees a therapist but is looking for a supplementary mental health app that offers Cognitive-Behavioral Therapy strategies to help his day to day.
User Flows
I started by laying out main user flows, ensuring that the look and feel of the mobile app was intuitive for the user, regardless of their familiarity with the Innerworld VR interface.
Design System
Using dark mode for the default UI was an intentional decision based on the interface of Innerworld VR. Keeping the design game-like and fun, I wanted to ensure the app did not have an excessively medical feel. Innerworld's pink and blue gradient offered a nice pop of color to an otherwise minimalistic color palette.
Onboarding
After creating an account, I included three additional onboarding questions. To provide a more personalized user experience, questions 1 and 2 were designed to identify a user's desired outcomes and learning style to provide better in-app recommendations. As for the third question, one of the company's main value propositions was to provide an affordable alternate to therapy. In the onboarding flow I decided to add the question, "Have you ever received professional care for your mental health?" Responses would provide data on the percentage of users using Innerworld as a supplement or an alternative to professional care.
The Homescreen
I explored a number of layouts, combining frequently used tools, resources, and a daily check-in to facilitate habituation. Based on user feedback, I opted for the first version shown below.
Tools and Insights
Innerworld VR has too many interactive tools for an MVP, so I needed to pick an entry point. I selected the lifestyle balance tool due to its popularity amongst the community. The tool uses a simple slider to track daily progress, generating a long term overview of how a user prioritizes different avenues of their life. Users can see a zoomed-out view of their daily entries in the "Insights" tab.
A Daily Check-in
In VR, weekly meetings help engrain a habit. On mobile, I needed a new strategy. Following the lead of other apps currently dominating the mental health niche, I landed on a daily check in. These daily journal entries can be customized with tags for better categorization.
Key Takeaways
Throughout the research phase of this project, my experience in psychology was extremely valuable in understanding the needs of the user. For those seeking online mental health support, it is essential that the treatment strategies be both directly applicable and easily understandable.
This project taught me the true value of user feedback. When working through layouts for the lifestyle balance tool, I went through 8 iterations based on feedback from potential users and the internal team. Ultimately, the layout I reached would have never been possible without putting an early prototype in the hands of the user.