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Lotus You(th) mobile app screens showing the My Planting Journey progress page and Psychoeducation lesson list
Mental Health Nonprofit

Lotus You(th)

A psychoeducation and community-support app built with Engage You(th) to help Asian American adolescents build lasting mental wellness habits.

My Role

Product Designer

Timeline

12 weeks

Team

Jamiez Vo / Designer
Michaela Greenlee / Designer
Ali Adnan / PM
Michaela Lee / Engineer

Skills / Tools

Figma, Adobe Illustrator, Asana

Overview

Making mental wellness feel approachable, culturally relevant, and consistent for Asian American youth.

Lotus You(th) is a platform by Engage You(th), dedicated to providing mental well-being support to Asian American adolescents through psychoeducation lessons, community support, and weekly goal-setting.

I led the design and research strategy for the overall app and focused on the layout of the psychoeducation features, using strategy frameworks, defining key actions, and shipping a polished design.

Problem

Few mental health apps are built for a specific population, and even fewer keep youth engaged long enough for it to matter.

While many mental health apps exist, few focus on a specific population. Users also struggle with consistency, making it essential, especially for a nonprofit, to prioritize engagement and align with our broader mission of promoting lasting behavioral change.

"How might we design a culturally sensitive psychoeducation app that enhances learning outcomes by improving user engagement and usability for Asian American youth?"

Solution

I collaborated with a small team to streamline the navigation flow and design an engaging learning experience that promotes better learning outcomes for Asian American adolescents.

84% User interest among the 25 participants we usability tested

Research & Interviews

Comfort matters more than access: the theme that shaped everything after.

We first researched whether psychoeducation actually works: only 7% of youth receive appropriate mental health treatment, and many avoid one-on-one therapy as a first step, while group psychoeducation and digital platforms offer a far more approachable entry point.

To validate that locally, I interviewed 15 Asian Americans from diverse backgrounds. Most were familiar with digital mental health resources, but two-thirds said they weren't comfortable asking for support and didn't want one-on-one sessions with a professional. Access wasn't the barrier; comfort was, which is what pointed the design toward psychoeducation and community support instead of therapy-style, one-on-one interactions.

7% of youth receive appropriate mental health treatment
67% of interviewees weren't comfortable asking for support

Competitive Analysis

The gap: engaging, low-cost, youth-specific mental health support barely exists.

I analyzed 4 competitors, from in-person therapy to apps like BetterHelp, Togetherall, and Happify, to find where Lotus You(th) could differentiate. Across the board, real engagement and real affordability rarely showed up in the same product.

Competitor Strength Weakness
In-person clinical therapy 1:1 conversation, safe to share and receive ongoing support Not accessible or convenient, lack of quality staff, high cost
BetterHelp Convenient and quick, professional staff, 1:1 therapy sessions available High cost and long-term investment
Togetherall Credible and safe space for community sharing, builds empathy for peers Only free and accessible for partnered schools and organizations
Happify Verified tools for mental wellness practice, engaging resources and behavior-change practices Not accessible to youth due to price, content not customized for youth concerns

Findings

  1. High subscription fees are not accessible for adolescents.
  2. Engaging, game-like strategies are far more effective for long-term retention than static content.

Brainstorm & Wireframes

Mapping five core flows before touching a single high-fidelity screen.

I brainstormed the necessary pages with the team and mapped the information architecture for an app aimed at Asian American youth (15–24 y/o), covering five flows: entrance, onboarding, interactive learning, progress visualization, and community interaction. Wireframes for each flow became the foundation the hi-fi designs would build on.

Sign up screen: grayscale wireframe
Psychoeducation video and description screen: grayscale wireframe
Psychoeducation quiz screen: grayscale wireframe
My Planting Journey screen: grayscale wireframe
Sign up screen: final hi-fi mockup
Psychoeducation video and description screen: final hi-fi mockup
Psychoeducation quiz screen: final hi-fi mockup
My Planting Journey screen: final hi-fi mockup

Iteration & Refinement

Three rounds of iteration to turn a flat progress page into something worth checking daily.

The original wireframe for "My Planting Journey" (the progress page) didn't do a great job of visualizing progress. I continued iterating with the design team to emphasize numeric metrics, progress, and badges. After rounds of iterations and improvements, I could watch my own thought process transform through the mockups.

Testing & Feedback

One quiet design mistake surfaced through testing, and reshaped how the app talks to users.

We tested with 25 participants through a mix of multiple-choice and open-ended questions, each given about 10 minutes to explore the app independently. The response was strong, but one signal stood out: the original design didn't account for the cultural pressure Asian Americans are often under to succeed. When they fall short, that pressure often turns into shame and guilt, the opposite of what a mental wellness app should produce.

Positive Feedback

  1. "The quizzes are short enough to remember what I just learned"
  2. "I really enjoy the calming feel of the app"

Negative Feedback

  1. "The percentage score on the results page would make me feel sad if I did poorly"

As a designer, it's important to recognize the context of my designs, so based on that feedback, we updated the quiz results page to omit the percentage rating entirely.

Before Before: quiz results page showing an 85% score with a correct/incorrect count

Design Mistake

Mental health is a sensitive topic; testing revealed that percentage scores (an 85% circular score plus a correct/incorrect count) may act as a trigger point and cause shame and guilt.

After After: quiz results page with an encouraging 'Keep up the good work!' message and no score

Learning Curve

An illustration paired with a motivational response ("Keep up the good work! Take a bow!") maintains an encouraging experience and promotes progress instead of judgment.

Final Designs

Turning research and user feedback into a cohesive, approachable experience.

The final designs translate research and user feedback into a cohesive experience that feels approachable and relevant. Every detail was considered to support user comfort and long-term engagement.

01

Microlearning: Keep It Short and Sweet

Attention spans wane over time.

Therefore, we needed to make the most of user engagement time. Each lesson is composed of a ~3 minute informational video and a mini quiz. Lessons are kept short to prevent fatigue, and a quiz right after seals in the information the user just learned.

Meditation Practice lesson video screen with a 'take mini quiz' button Mini quiz screen with multiple-choice answers and the correct choice highlighted
02

Promote Implicit Decision-Making

Being decisive can be overwhelming and tiring.

Ordering tasks by importance implicitly drives users to click the first button, since we want them to complete that task before navigating to the rest of the resources.

Psychology Principle

The Primacy Effect is a cognitive bias that results in a person remembering the first items in a sequence more effectively than those presented later.

Home screen: daily tasks ordered by priority; tapping the first task opens its lesson Psychoeducation lesson list: selecting a lesson from the ordered list
03

Emotional Check-In to Promote Mindfulness

Without an understanding of emotions, identifying areas for improvement becomes difficult.

Incorporating an emotional check-in after logging in each day helps users clearly identify their current emotions and emotional changes through app usage, showing improvements in their mentality over time.

Onboarding flow: from the welcome screen through logging in to the weekly goal dashboard

Outcome & Reflection

84% user interest, one lesson about designing for stigma, and what's next.

We generated 84% user interest from the 25 participants we tested. The remaining 16% liked the concept but had no interest in talking about mental health at all.

"This helped me understand my emotions and feel less alone when my family didn't get mental health."

Emma H., 19 Chinese American

"I was taught stress meant success, but this app showed me it's okay to ask for help and care for my mental health."

David H., 20 Korean American

Working in an early-stage startup taught me a lot about being lean and knowing when and where to focus my design energy. Given more resources, I'd add a metrics page so users can visualize their progress on their mental health journey, addressing the sense of stagnation that can otherwise make the healing process feel unrewarding.

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