Mindfull
< PROJECT TYPE >
-
Branding
-
Web/Mobile Design
-
Design Research
-
UI/UX Design
< PROJECT OVERVIEW >
Mindfull is an eating disorder recovery app. The brand name "Mindfull" comes with the hope that users feel full in psychological meaning, not by food; it delivers the app's ultimate goal that leads to mental stability and recovery from eating disorders when their minds are full. It is also designed to be a supplement to treatment.
This project is mainly divided into research and design processes. Before creating the design artifact, various research tactics were conducted. Research played a crucial role in making the new app stand out among the competitors, based on data collection from each tactic. As a result, the features in Mindfull App are carefully designed in a user-centred way for the patients.

Notable Features
< WHY IS MINDFULL SPECIAL >
01. The last onboarding page leads users to take Eating Disorder Test.
Being aware of the symptoms and conditions is the first step of recovery. After taking the test, users can recognize their diseases more precisely and set goals for recovery.




02. Carefully designed notifications induce the users to stay positive mind.
Users can easily fall into negative thoughts and self- hatred by recording their actions and feelings. To prevent that, Mindfull’s notifications are carefully designed depending on the status. If they had a binge eating, the notifications would pop up right away to encourage them with positive quotations. When the users feel depressed, the tone of notification will be more caring and sympathetic to console them.
03. Induce and recommend the users to journal their feelings BEFORE their meals.
Here is how we encourage them to log their feelings before their meals. On the log feelings page, they can see the instructions on how and why they need to write their emotions before making unhealthy choices.




04. Various coping skills and resources without exterior sources.
Mindfull is a full package for supporting patients' recovery and aims for easy and fast usability. Users do not need exterior sources (Internet) so that the coping skill resources can be provided anytime, anywhere within the app.
Design Research
< RESEARCH TOPIC >
Creating an app for those who are suffered from eating disorders such as Anorexia and Bulimia.
< RESEARCH QUESTIONS >
-
How is the app going to operate?
-
How does this app manage and care for the patients?
-
How the app can provide personalized content?
-
How might we design a digital experience where information is provided in a way that engages and changes behaviour surrounding eating disorders?
< DATA COLLECTION TACTICS >
-
Literature Review - Competitor Profiling
-
Ethnographic Research - Self Ethnography
-
Marketing Research - Psychographics
-
User Experience - Card Sorting, Persona, User Flow
-
Visual Exploration - Color Psychology
Key Findings
< DESIGN OPPORTUNITIES >
01. Avoid too many resources
Some users get cognitive loads of eating disorder apps because there are too many resources in the app. During the competitor profiling, I found that some resources for coping skills are not organized, and many links to exterior sources are inconvenient for users who don't have a stable internet connection or make them reluctant to take too many steps.
02. Provide proper guidelines
The app should guide the users to know every feature's purpose, intention, and goal. For example, if the users don't understand why they have to leave a record or journal their feelings, some users can use the logging area just for self-hatred.
03. Lead them to stay positive.
Eating Disorder Recovery Apps must not simply provide an area that can track the meals and feelings but induce users to not fall into depressed and negative thoughts.
04. Log feelings before meal
Journaling is essential for recovery. The app should encourage users to write a short diary or log feelings before they have meals to relieve anxiety to prevent ED behaviours.
Style
< CREATIVE DIRECTION RATIONALE >
The creative direction has been decided to effectively utilize the colour theory and focus on giving the users a positive and calm mood. The colour palette choices are pastel colours like orange or light pink which have an uplifting effect.
Tone: Friendly, Empathetic, Conversational and Caring
< MOODBOARD >

User Experience
< USER FLOW >
User End Goal: The user wants to use the app as a companion during the eating disorder recovery journey.
Based on the key takeaways from the card sorting tactic specified in the design research report, user flow allowed me to organize user journeys and finalize the main features that can change user behaviours. After creating a user flow, I could grasp all the essential steps in Mindfull.
