Me and My Emotion is a tool to help kids and young adults learn about their emotions providing them a healthy and creative environment to learn the techniques to deal with them and have fun. It also provides parent to have control over the settings and get involved with them in their learning journey with positive impact.
I used data available online about children’s emotions to develop interview questions, which were then used to conduct user interviews. Most interview participants reported they don’t know what to do when they have strong emotions, but they didn’t try to learn the techniques to help in such situations. The feedback received through research made it very clear that users would be open and willing to spend time on their own or with parents if they had access to an easy-to-use tool to help guide them.
An audit of a few competitors' products provided direction on gaps and opportunities to address with the Me and My Emotions app.
View: Competitive Audit
I did a quick ideation exercise to come up with ideas for how to address gaps identified in the competitive audit. My focus was specifically on providing a safe and healthy environment for user to express their feelings and help user to learn how to deal with their emotions.
After ideating and drafting some paper wireframes, I created the initial designs for the Me and My Emotion app. These designs focused on guiding users to learn about emotions along with different features.
To prepare for usability testing, I created a low-fidelity prototype that connected the user flow of playing games and making a diary entry.
These were the main findings uncovered by the usability study:
Based on the insights from the usability studies, I applied design changes like providing a search tab to the home screen to browse emotions easily and changing the text from “Add Your Picture” to “Click picture/record video” to make the instruction clear.
Additional design changes included adding an option to “Enter code” to the “Diary” page and providing an extra layer of security for the individual user giving a personalized experience.
The high-fidelity prototype followed the same user flow as the low-fidelity prototype, including design changes made after the usability study.
Users shared that the app made food waste seem like something they could actually help reduce. One quote from peer feedback was:
“I like the game feature because you can do a ton in it. Also, the diary section is an added advantage because it provides the security code giving more room to express.”
I learned that there might be some ideas that you want to implement but wouldn’t work at times so it's better to drop it at that point in time and later it can be implemented as added features.
Conduct research on how successful the app is in reaching the goal of helping users learn about emotions and methods to help them in unknown situations.
Add more educational resources for users to learn about emotions.
Expand the app to other ages.