App Redesign with UBYou

Mental health Resource App for College Students
UI/UX
Product Design
Research
Testing

Overview

This is a contract-based project with UBYou, a company that supports college students in tracking their daily well-being and accessing campus and video resources through the UBYou app.

I led a team of three to redesign the existing app with a focus on improving usability, UI, and accessibility for our target users, resulting in a 4.8/5 rating from five participants in the final usability testing. 
My Roles
  • Team Lead
  • UI/UX Designer
  • Product Designer
  • 2D Vector Artist
Specifications
Duration:
  • Mar 24, 2025 - Apr 28, 2025
Tools:
  • Figma
Deliverables
  • High Fidelity Wireframes & Prototype
  • Design System
  • Usability Testings
  • A/B Testing
  • Affinity Mapping
Collaborators
  • UX Researcher- Francesca Flores
  • UX Researcher - Monica Hurwitz
Client
  • UBYou company
Buisness Goals
  • Increase user acquisition and return rate.
  • Enhance user growth and engagement.
  • Product innovation with new features.

Challenges

College students struggle to improve their mental health and have difficulty accessing campus resources.

Solution

After two rounds of usability tests and multiple iterations based on feedback and test results, here are the key features of the final design.
Track Your mood.
Track your mood accurately with ease.
View Journals.
Capture moments & feelings with Journals.
Better Yourself.
Better yourself with insights and recommended resources.
Accessible
Resources.
Find campus / video resources instantly.

Understanding the Product & Identifying Challenges

After meeting with stakeholders and going through secondary research, heuristic analysis, personas, user stories, designs and more from the previous team, here are the areas that need improvement:
1. The app can be more versatile with mood tracking
The mood tracking feature is limited in offering options that truly reflect the user’s feelings.
Proposed Solution 🛠️
A mood tracking flow that allows users to select multiple emotions and reasons, as well as offering text and image inputs to increase versatility.
2. Resources can be more intuitive and easier to find
Resources can be difficult to find when presented as lists without preview options.
Proposed Solution 🛠️
Design screens that separate categorized campus and video resources, incorporating carousels for previewing resources.
3. The app can be more engaging with a modernized look
The app feels less like a mental health app due to the UI choices with no gamification.
Proposed Solution 🛠️
Introduce a mascot that reflects the user’s mood, along with weekly challenges to encourage app usage.

Creating a Testable Prototype Within Four days

I completed a design sprint with a clear focus on business goals, target users, MVPs, and key challenges, and created a testable hi-fidelity prototype within four days due to time constraints. Here are the things that we tested: 

A/B Testing

To validate significant visual and design updates, we conducted  A/B testings with five users to compare existing design with our proposed design. Here's what we found: 
1/5
user prefers the existing design.
4/5 🎉
users prefers the new design.
Findings
  • All users find the new design more intuitive and visually appealing. (5/5)
  • All users think the new design's UI is better suited for a mental health app. (5/5)
  • All users find the new design more engaging, encouraging, and fun to use. (5/5)
  • One user thinks the existing design's colors align better with the brand . (1/5)

Building a Design System

After recieving approval from stakeholders, I built a comprehensive design system that prioritizes accessibility and meets industry standards.

Usability Testing (Round 1)

We conducted five one-on-one testings with college students. After synthesizing the data through affinity mapping and logging errors in a usability test report, here's what we found: 
Test
Result
Satisfaction rate
4.4/5
Usability issues
N/A
Findings

Iterating based on user Feedback and stakeholders

After creating the design system, I iterated on the designs based on feedback from both users and stakeholders. Here are the updates:

Usability Testing (Round 2)

We did conducted another round of one-on one-testings with college students. After synthesizing data through affinity mapping and logging errors in the usability test report, here's what we found: 
Test
Result
Satisfaction rate
4.8/5
Usability issues
N/A
Findings

Key Challenges

Here are the top three challenges I encountered during the two rounds of usability testings and client feedback: 
1. Enhancing the app's engagement and visual appeal
The existing app feels less like a mental health app due to the UI choices, and does not have gamification to increase user engagement.
Final Solution ✅
  • Introduced a mascot that reflects the user's mood.
  • Introduced weekly challenges that encourage users to engage with the app.
  • Redesigned the interfaces with a modern, user-friendly approach.
2. Making mood tracking more versatile and accurate
The mood tracking feature currently has limited option offerings and flexibility to reflect the user's feelings.
Final Solution ✅
  • Allowed users to optionally add details alongside their overall mood for the day.
  • Allowed users to select multiple emotions and reasons, and add notes and images to reflect their day.
3. Making resources more easily accessible
Resources can be difficult to find when presented as lists without preview options.
Final Solution ✅
  • Organized resources into two bottom tabs: Campus and Mind-Body.
  • Redesigned the Campus tab with categorized sections and preview carousels.
  • Redesigned the Mind-Body tab with categorized sections and preview carousels.

Design Validation

The design was validated through two rounds of usability testing with no errors encountered during the final round. Here are the findings :
1. The design and navigation are intuitive
Users find the app intuitive and easy to use, with no usability issues encountered during navigation.
2. The design is friendly and visually appealing
Users enjoy the mascot and find the app both visually appealing and friendly.
3. Enhancing mental health through mood tracking and actionable insights
Users appreciate how mood tracking reflects their emotions and provides insights that recommend the most relevant resources.
4. Finding resources with ease
Users appreciate how easily they can access campus resources and watch videos with just a few taps.
5. Enhancing engagement through gamification
Users find streaks, weekly challenges, and badges engaging and enjoyable to interact with.

Final Design

After the final iterations, here is the final design:

Takeaways  📖

1. Frequent communication is key
Our team maintained a Discord channel with the client, facilitating quick validation, discussion, and feedback throughout all stages.
2. Embrace design sprints when time is limited
Thanks to the design sprint, I was able to create a testable high-fidelity prototype in just four days before presenting our idea to the client.
3. Thoroughly understanding the target users
Using past research, empathy mapping, and personas, I was able to redesign the app with the users' needs at the forefront.

If I have more time ⏳

More Projects

Like What You See? Contact

darrenyang.design@gmail.com