CREATIVE BRIEF
The challenge is to design an inclusive third-party mobile app to help educate others, create awareness, encourage action, and/or facilitate access to minority mental health care for the misunderstood, overlooked and underrepresented communities.
This project was made in partnership with Adobe and The Trevor Project and this design received recognition as a Top 10 Finalist in the Adobe Creative Jam event.
1. Project Overview
Title: Inclusive Mental Health App
Partners: Adobe and The Trevor Project
Recognition: Top 10 Finalist in the Adobe Creative Jam event
Creative Brief: Design an inclusive third-party mobile app to educate, create awareness, encourage action, and facilitate access to minority mental health care for misunderstood, overlooked, and underrepresented communities.
2. Introduction
Problem Statement: Briefly describe the issue of minority mental health care accessibility and the need for awareness and education.
Objective: Outline the app’s goal to bridge the gap in mental health care access for minority communities through education, awareness, and actionable support.
3. Research and Insights
User Research:
Methods: Interviews, surveys, focus groups with target communities.
Key Findings: Highlight specific insights related to the mental health challenges and needs of minority communities.
Competitive Analysis: Brief overview of existing mental health apps and their shortcomings in addressing minority mental health issues.
4. Design Systems
Visual Identity:
Color Palette: Describe the colors chosen to create an inclusive and calming environment.
Typography: Explain the font choices and their readability for various users.
Component Library:
Buttons, forms, icons: Show examples of reusable components designed for the app.
Accessibility Considerations: Discuss how the design system ensures accessibility (contrast ratios, font sizes, etc.).
5. User Experience (UX)
User Flows:
Illustrate key user flows that highlight how users interact with the app.
Focus on simplicity and ease of navigation.
Wireframes:
Display wireframes for main screens (home, resources, community support).
Prototypes:
Interactive prototypes showing the user journey.
6. Gamification Elements
Purpose of Gamification: Explain how gamification is used to enhance engagement and learning.
Examples:
Quizzes and Challenges: Interactive quizzes to educate users about mental health topics.
Achievements and Badges: Reward system for completing tasks, participating in community discussions, etc.
Progress Tracking: Visual indicators of user progress in learning modules and activities.
7. Social Impact
Community Engagement:
Forums and Discussion Boards: Platforms for users to share experiences and support each other.
Expert Q&A Sessions: Scheduled sessions with mental health professionals.
Resource Directory:
Inclusive Listings: Directory of minority-friendly mental health providers and services.
User Reviews and Ratings: Community-driven reviews to help users choose the best resources.
Educational Content:
Articles, Videos, and Infographics: Curated content to educate users on various mental health topics relevant to minority communities.
8. Visual Design
High-Fidelity Mockups:
Showcase key screens with final visual design.
Highlight the inclusive and user-friendly interface.
Animations and Transitions:
Examples of subtle animations that enhance user experience without overwhelming them.
9. Development and Testing
Technology Stack:
Brief overview of the tools and technologies used to build the app.
Testing and Feedback:
Usability Testing: Methods and results of user testing sessions.
Iterations: Changes made based on user feedback.
10. Conclusion
Project Impact:
Quantitative and Qualitative Metrics: Any available data on app usage, user feedback, and social impact.
Lessons Learned:
Key takeaways from the project.
Future improvements and potential updates.
11. Acknowledgments
Recognition of Adobe, The Trevor Project, and any team members or mentors who contributed to the project.
Visual Presentation
Images and Videos: Use screenshots, GIFs, and video clips to illustrate key points throughout the outline.
Interactive Elements: Embed interactive prototypes if possible.
Downloadable Content: Offer a downloadable PDF version of the case study for detailed review.
This outline will help you present your project in a structured and comprehensive way, highlighting the critical aspects of design systems, gamification, and social impact that make your app unique and impactful.