Teen Digital Wellness app

Design Insights
Persona
Opportunity Mapping

A mobile wellbeing app designed for teenagers aged 13 to 18, built around the insight that most mental health tools either talk down to teens or borrow the clinical language of adult therapy. This app takes a different approach, a quiet, non-judgmental companion that helps teens notice patterns in how they feel, without pressure or surveillance.

The Challenge

Designing an AI-powered product that earns trust before it asks for data. Teens are acutely aware of being watched, so the entire experience is built on a privacy-first architecture, tracking is on by default but genuinely easy to turn off, mood data stays local, and every AI insight is explained in plain language.

The Work

Spanned the full UX design process: information architecture across three tabs (Home, Reflect, Pause), seven user flows including error handling states, MVP and Phase 2 feature scoping, six Gen AI feature wireframes with user need and AI rationale annotations, branding, style guide, and key screens.

Key Design Decisions

Collapsing the onboarding to a single screen to reduce drop-off, using the AI's transparency layer as a trust-building mechanism before any personalization is introduced, and designing the streak recovery flow (Flow 7) to reframe missed days as context rather than failure, the highest churn risk in wellbeing apps.

Tools
  • Chat GPT - generate prompts for AI tools

  • Notebook LM - White paper research & synthesis

  • Claude - UX structure and planning

  • Figma Make & Lovable - design explorations

  • Google Stitch - design system

  • Figma - design & prototype


User Juorney
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