DURATION
Jan 2022 โ€“ May 2022
TEAM
2 Designers, 3 PMs
TOOLS
Figma

Overview

Menta@Cornell aims to provide free 24/7 online one-on-one mental health counseling services for Cornell students, faculty, and staff. To do this, we offer destressing mini-games, personal-psychological status tests, and professional psychological articles, As a non-professional psychological counseling platform, we strive to help people alleviate their mental health concerns and are committed to improving the overall mental health of Cornell University in hopes of making people happier.

Design Solutions

A 24/7 peer supporting program that aims to help students and provide universal support.

Design Process

I used the Design Thinking approach for solving this problem.

We also used the Product Roadmap to keep track of our product cycle.

1. RESEARCH

Background Information

Nowadays, many people are struggling with various mental health issues, especially students, with all the stress and pressure they face. Our groupโ€™s initial focus would be trying to tackle hidden problems in Cornellโ€™s mental health hotline.

Currently, the hotline is not providing students with the adequate help they need with slow response times and low rates of effective conversations conducted, especially during the night time, when depression and suicidal wishes emerge the most. We want to help Cornell students get easier and faster access to help when they need it most.

DESIGN CHALLENGE
How might we help Cornell student get on time mental health service when they need it?

Semi-structured interviews

Our team began our design by conducting user interview to gain user insight.
Through 25 users who currently use Cornell Mental Health Hotline, we realized that the Cornell Mental Health Hotline did have lots of problems when our interviewees used it.

Key Takeaways

๐Ÿ”‘ 23.6% of interviewees do not have a service/product to cope with their mental health episodes
๐Ÿ”‘ 35.3% interviewees have used Cornellโ€˜s Mental Health services
๐Ÿ”‘ 1 of those interviewees thought Cornellโ€™s mental health services was effective

User Journey Map

I then crafted a persona that represents my users and a journey map that outlines how the users currently may deal with the difficulties through seeking for mental help sessions. This helped me make human-centered design while understanding the frustration that users faced.

2. IDEATION

Through the research we made, we have discovered design scope and directions to go.

Brainstorming

In our brainstorming session, our team came up with solutions focus on multiple aspects: Chatbox, Mini stress relieving games, Voice Call Channel, Self-service Emotional Rantbox, Symptoms Identification.

Wireframes

In order to better understand how our users would interact with our features, we used wireframes to visualize the structure.

3. DELIVERY

Final Design

Our final product requirement documentation can be found here.
๐Ÿ’š Emotional Rant Box
Users can express their emotions using voice without others knowing.
๐Ÿ’š Peer Support Call
Users could gain peer support by calling peers and received support from them.
๐Ÿ’š 24/7 Chat Box
Users could communicate with student volunteers at any time to talk about their daily worries and feelings.
๐Ÿ’š Symptoms Identification
Users could use emotional cards to indicate their current condition and read articles to release their symptoms.
๐Ÿ’š Stress Relieving Game:
Users could play quick mobile games to release their stress.
Back To Design

Design System

4. IMPACT

Tracking development plan

Before releasing, our team would like to multiple rounds of testing and continuously collect information to understand the relationship between user growth rate and product features.

Key performance indicators (KPIs)

In the future, we developed a pre-launch and Go-to-Market plan and the goal is to attract at least 100 potential users. We plan to release Menta@Cornell on Monday afternoon of the second week of the Fall โ€˜22 semester.

We have created a KPI dashboard to track our services by here.

Take aways & challenges: Product Cycle Life

What I bring to the Projects:
Throughout the design process, our team develop the product cycle life, and tried to solve close-to-world issues related to students. We also have exposed on how to consider both business challenges and product sense together and develop user friendly products.
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What this project brings to me:
We also have exposed on how to consider both business challenges and product sense together and develop user friendly products.
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What this project brings to students / society:
Students could receive preventative help, and make mental health more accessible.