SideWalk

Responsibilities

  • UX Design: Wireframing, Prototyping

  • UI Design + Iterations

  • Pushing the team on! 💪

Project Context

  • Initially a submission in #HACK 2020 - a faith-based hackathon

  • Team project with strategists and a graphic designer

  • Dedicated to mental health awareness in a Singaporean church context


More context

Addressing mental health awareness

Mental health issues have been on the rise each year, soaring in cases during the COVID-19 pandemic. Although its gravity resulted in more resources available online, misconceptions and stigma on mental health were still widespread, including within Christian circles.

Initially tasked to tackle mental health in a church context (hackathon challenge), our team sought to tackle mental health awareness, without further saturating the plethora of available resources.


Product Preview

An interactive solution through gamification.

Sidewalk presents a text adventure game. Through the game, the player journeys with a church friend with clinical depression, while being presented with knowledge, tips and resources.


Act 1: The Hackathon

The team forms. storms. norms. performs.

The team was formed from 5 of us who mostly do not know each other prior, but with a shared passion for addressing mental health matters. After much contemplation, the team settled on this mission statement:

 
 

The execution

With this initial idea, the team splits to work on content and design. I crafted quick mockups and came up with a high-(enough-)fidelity mockup for submission.

 

Lo-fi wireframes

Hi-fi mockups which were submitted for the hackathon

 

ACT 2: One Step Back, Two Steps Forward

Persona + User Journey

The team was keen to build on this project after #HACK, and thus I had more time to research and ideate. While the strategists came up with learning content, the design team (me included) took this time to come up with personas. Through discussing, we settled on possible formats to portray such content.

 

Learning content by strategy team

Persona by design team

 
 

‘User Journey’ after deliberation by the whole team

 

Act 3: Ideating + Prototyping

Sketching for iteration & presentation

After a framework was drafted, I revisited our previous wireframes and mockups, placing them into the respective phases and ideating for other possible formats to drive the message across. This time round, wireframes were done on quick sketches.

Summary sketches of each phase

Exploring a possible app walkthrough


Act 4: The furthest we went

Final Prototype with added revisions

From the judges’ critiques to team deliberations, I created the final prototype, giving a gist of mental health awareness through a game.

 

Encore

Style Guide

Note: The colour scheme and typography was brought in discussion with the design team, after which I incorporated these elements, as well as the ‘hands’ graphic, when creating the final UI kit.


Conclusion

Reflections + What I would do differently

  • Ideate, but never assume: It is often mentioned that UX designers are not the end users, and what more is advocating for mental health issues as someone who is not suffering from a clinically-diagnosed mental condition.

  • Get professionals’ opinion: While this has been the intent all along, the project had to end before we got to that stage. Thus, the most-final prototype is most likely not viable as an MVP without the advice of experts in the field.

Overall, this was the first time I have worked in a team and in the capacity of a UX Designer, giving in my share of empathy, design and technical skills, and marrying my UX skills with my passion for blessing the community! 💪💪