Safespace
Safe Space is a mental health wellness app that provides users with a variety of tools and resources to help them manage their mental health and improve their well-being.
In development
Role
User Experience Designer, Visual Interface Designer
Responsibilities
Conducting user research, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating on designs.
Tools
Figma, Figjam, Google suites, Slack, Jamboard.
Project duration
Six weeks
Product overview
Mental health is a major public health issue. According to the World Health Organization, one in four people will experience a mental health condition at some point in their lives. Mental health conditions can have a significant impact on people's lives, making it difficult to work, study, and maintain relationships.
The Safe Space mental health wellness app is a mobile app that provides users with a variety of tools and resources to help them manage their mental health and improve their well-being. The app includes features such as mood tracking, journaling, guided meditations, educational resources, and community support.
The app is designed to be accessible to everyone, regardless of their age, gender, race, ethnicity, or socioeconomic status..
The Problem
Many people who struggle with their mental health do not have access to the professional help they need, and lack accessible and affordable mental health resources.
The Solution
I believe that mental health is just as important as physical health, and everyone should have access to the tools and resources they need to improve their mental well-being.
The specific goals of the project are to:
- Track their mood and identify triggers.
- Manage their stress and anxiety.
- Have access to professional health practitioners.
- Provide a variety of resources, exercises and activities that can help improve their mental health.
My design process
To begin my design, I conducted user research by interviewing a few individuals who are struggling with their mental health. This helped me understand their needs and pain points, which I used to create user personas and problem statements.
From there, I built on the user flows by working out the different steps users would take. I turned these into interaction points and made a paper prototype.
After I was satisfied with my paper prototype, I digitized my wireframes. To ensure that the design was meeting the needs of my users, I conducted usability testing with real people and gathered their feedback. Their insights helped me improve the design even further.
1. Understanding the users
I followed user-centered design process to ensure my design decision are research back-up and based on users needs and expectations. Insights from my researches play a major role in my design process. To understand the needs of my users, I conducted user research and created user personas. I also identified user pain points and developed problem statements. Lastly, i created a user flow from the insight i got.
User research: summary
I conducted user research to understand the needs of people who struggle with their mental health. I learned that they often feel isolated and alone, and they are looking for ways to connect with others who understand what they are going through. They are also interested in having access to a variety of tools and resources to help them manage their symptoms and improve their well-being.
Key findings:
- I discover that many target users needs privacy, they prefer not being recognized or identified.
- Our targeted users find it easier and more comfortable to talk with therapist online than physically.
- Some users prefers reading motivational articles, while other prefers audios and videos.
This research has informed the design of the Safe Space app, which is accessible, affordable, confidential, and provides users with a variety of tools and resources to help them manage their mental health and improve their well-being.
User research: pain points

Pain point: Feeling isolated and alone.
Design consideration: The Safe Space app will include a community support feature that will allow users to connect with other people who are also struggling with their mental health. This will help users to feel less alone and more supported.

Pain point: Lack of accessible and affordable mental health resources.
Design consideration: The Safe Space app will be free to download and use, and it will be available on both iOS and Android devices. This will make it accessible to people with all incomes and geographic locations.

Pain point: People who struggle with their mental health often face stigma and discrimination.
Design consideration: The Safe Space app will be confidential and secure. Users will be able to create anonymous accounts, and their personal information will be protected.
User personas
The goal of personas is to create a fictional representation of a key user who represents a larger set of users. By focusing on this user, we can better understand the core problem that we are trying to solve.


2. Starting the design
After my research and gaining insight on the problem i’m trying to solve, i brainstormed on different features that should be prioritized and Next, I sketched out some paper wireframes for the different screens of the app. I focused on creating a simple and intuitive interface that would be easy for users to understand and use. I also developed a low-fi wireframe and low-fi prototype which i used for usability testing.
Paper wireframe
The paper wireframe of the Safespace app is a simple sketch of the user interface. It shows the layout of the different screens and the placement of the different elements on each screen. Taking time to draft iterations on each screen on paper ensured that the elements that made it to digital wireframes would be well suited to address user pain points.

Low-fi digital wireframe
The low-fi digital wireframe is used in conjunction with the paper wireframe. The paper wireframe is a good way to iterate on the overall user experience and layout of the app, while the low-fi digital wireframe is a good way to test more specific details, such as the placement of buttons and other elements on the screen. As initial design phase continues, i made sure to base screen designs on feedback and findings from the user research.

3. Refining the design
Based on the findings of the usability study, I created high-fidelity wireframes and prototypes, incorporating accessibility considerations.
High-fidelity wireframe
The high-fidelity wireframe for the Safespace app is a digital representation of the app's screens that looks and feels like the final product. It includes all of the essential elements of the app, such as the layout, typography, colors, and images.






High-fidelity prototype
The high-fidelity prototype of the Safespace app is a digital representation of the final product. It looks and feels like the real app, with all of the same features and functionality. I designed this so stakeholders and users can have an iterative test of the user product and identify any potential problems.
4. Going forward
Following the completion of the high-fidelity prototype for this application, I received positive feedback from stakeholders and the engineering team. I have reflected on the impact of my design, the lessons I have learned, and my next steps for this project.
Impact
Though still under development, I believe that the Safe Space app has the potential to make a significant positive impact on the lives of people who struggle with their mental health. The app is accessible, affordable, and confidential. It also provides users with a variety of tools and resources to help them manage their mental health and improve their well-being.
Here is a positive quote from a peer:
"I'm really impressed with the way you've designed the Safe Space app. It's easy to use and it's clear that you've put a lot of thought into the needs of the users. I think this app has the potential to make a real difference in the lives of people who are struggling with their mental health."
Lessons
While designing the Safespace app, I learned that the first ideas for the app are only the beginning of the process. Usability studies and peer feedback influenced each iteration of the app’s designs.
I also learned a lot about the challenges of designing for mental health. One of the biggest challenges is that mental health is a complex and personal issue. There is no one-size-fits-all solution. I learned that it is important to design products that are flexible and customizable so that users can find what works best for them.
Next step
- Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.
- Conduct more user research to determine any new areas of need.
- Work on implementing more features that would be important to the users.