At this point, I have already looked at the design layout and approach to these problems through the use of websites and organisations online. Looking at the interactivity of mobile apps seems to give users more of a feeling of connectivity. By looking at several examples of apps that deal with mental health problems there may be a way to understand how to connect with the intended audience.
Mobile Apps
- Headspace - App that contains several podcasts that allow users to unwind and calm their mind. The simple illustrative nature of the app gives it a more universal approach and therefore open to all audiences. The use of colour in this app also highlights several different types of podcast to listen to, which makes the navigation of the app easier for the viewer. In terms of the layout of Headspace, there is a basic set of choices located at the bottom of the screen, which made the home page and profile both available to switch between easily. This was beneficial for the app, as it made it seem more personal to the user and therefore more connecting. The podcasts themselves were also animated in time with what was being played in the audio. For example, the breathing exercises would be displayed in real time with the interface and would move in and out according to the inhaling and exhaling.
- What's Up? - This app was a more personal approach to mental health support in comparison to other platforms available in the app store. As soon as the app is opened, users are introduced personally by the creator and the reasons behind the creation of the app. Adding these pages in at the start gave the user a more direct reassurance of the apps intention to help them and remember that it is not just them who may be dealing with personal issues. Upon entering the home page, there are several option which allowed the user to choose a topic they wish to explore further. These sections were divided into: help right now, coping strategies, information and personal. The help right now option brought users to a series of other options that would immediately calm the person or recommend call lines for emergencies. The coping strategies were a series of brain distractors, which would help to settle a user's mind and think about more positive thoughts. The information panel would guide users to more in depth knowledge about different conditions and how they can deal with these issues. The final option, personal, would give users a place to record personal achievements and progress. It also offered ways to record personal habits and steps to overcome them in time.
- TalkLife - This app was similar to What's Up?, in that it would provide suggestions and information when loading the app up. Being direct with the audience in this way seems to be a desirable approach for many of the mental health apps, as it gives users a more personal connection to the intention and the purpose of the app. As a result, they may feel safer knowing that there are others who reach out to them using this digital platform and sharing advice on how to cope with issues. The home page layout was similar in nature to Tumblr, in that it displays different chat bubbles from other users and the thoughts they would be sharing about their health, positive ways to cope and advice for others. This allowed for people to connect with others who may be experiencing similar problems and comment on each others posts.
- TalkLife also divided the introduction into several focus points: welcoming the users, sharing content, safety of the user and support. Each of these would be identified by colour and accompanied by photographic background, which made the app look as though they were other users around the world. This was good to reassuring the user that they are not alone.
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