
Customized content control for reducing digitally triggered mental strain
EMON



My Role
UX/UI Designer
Duration
4 weeks
Tools
AdobeXD, Canva
Let's get some Context

2020
During the pandemic, I observed a significant dependance on content as a primary source of entertainment and information. However, the downside of this increased consumption was the unfiltered and often triggering content showcased related to COVID-19 on TV and in various media channels.
Alongside this, I noticed the subconscious impact that certain types of content can have on mental well-being.
I could observe how my family and I became increasingly distressed due to the negative thoughts provoked by the news we were watching. On further exploration, I realized that it was a rising issue amongst content consumers which needed immediate attention.
Identifying the Problem
Main Problem
Content-induced mental strain
Sub-Problems
Negative Content Exposure: Individuals may encounter distressing or harmful content, such as graphic images, hate speech, or cyberbullying, leading to emotional distress.
Information Overload: The constant influx of information and content from various sources can overwhelm individuals, making it challenging to filter and process what is relevant and beneficial.
Priority Content inaccessibility: Some individuals may struggle to access helpful or educational content, impacting their ability to improve their mental well-being.
Here's a Sneak-Peak



But how did I get to the Solution?
I followed a the mentioned Design process for defining the research and consecutive design of the solution.
Research and Mapping
Defining the problem
Design and Prototype
Conceptualization
Feel free to click and go to any particular section of the process
Understanding the Users
In order to understand user pain-points and remove bias that might come by using just one research method, I combined two user research methods - User survey and Interview.
For the survey, it was passed with a set of questions centered around users daily watched content and some mental health questions. Questions were given in different languages because of the varying linguistic of participants.

I followed a detailed protocol during the 5 interviews, focusing on descriptive questions. Users were asked to describe the type of content they watched, its intensity, frequency, and their emotional response after viewing it.

Furthermore, in order to ensure authenticity and non-triggering content, I consulted 2 verified therapists.
Summarizing Users Insights
After the survey and interviews, I undertook Affinity mapping using the user quotes and insights in order to get a mental clarity of what the user wants

What I Understood?
Content viewership as a daily routine: Many users indicated that content consumption was a daily routine through various media platforms, suggesting that it plays a substantial role in their lives. This habit formation underscored the need for responsible content curation.
Content affect mood: Users' content consumption had a significant influence on their emotional state. For instance, one of the participants complained that watching Depressing news made them feel anxious and uneasy for the rest if the day.
Demand for non-triggering and Authentic material: Users expressed a need for content moderation tools and recommendations. They believed that having access to non-triggering and authentic content contributed to better mental well-being.
What are the Research gaps in current apps?
The next step was to understand what has been done previously to address this Issue. So I referred to a few existing apps.

FamiSafe

AppBlock

OurPact

FamilyTime

KidsLox
Most content filtering apps today are mainly designed for parental control purposes. However, they often overlook the mental well-being of all users. This means they don't cater to the broader needs of people of all ages when it comes to their mental health in the digital world. We need solutions that go beyond just parental control and consider the well-being of everyone who uses digital devices, from kids to adults.
Meet the potential Users
Now with the substantial data from research, I created 4 User Personas to get clarity of the needs and pain-points of users

What is the Problem?
The next step was to establish a Problem Statement and have a clear objective of what the design should solve
How might I minimize the mental strain individuals experience due to negative content consumption? ?
Brainstorming Ideas
After establishing a clear problem statement, I moved to Brainstorming solutions based on the research insights



Rough Sketches
Information Architecture

Proposed Features
Through multiple brainstorming sessions centered around the insights from users and research, I could come up with the following features
Content Filtration and prioritization
Customizable filters that can filter out the category of content that you don't want exposure to. Moreover, through the interviews I could comprehend that Prioritizing content based on mood is also an innate need.
Quality Content
Taking cue from the Need for Authentic content expressed in interviews, I could think of a Fact check feature, which can help to classify content as factually correct or wrong.
Promoting Mental well-being
Most of the interviews talked about the negative impact some content can have on their mental health. To deal with this, the app could provide Mental well-being tips to preserve and promote mental health.
Wireframing Solutions
Working on a rough canvas open to iterations, I created a few low-fidelity wireframes of the solution

Taking feedback from 3 participants who had volunteered for interviews, I received a suggestion to broaden the scope to include other devices such as TVs and laptops, as content is consumed through them as well.
Some Broad Thinking
In order to expand the functionalities to other devices and systems, I though of designing a system which can be connected to modem.



Visual Design

Final Screens

The Outcome
Creating customized filter

Active Filter

Content Filtration and prioritization


Quality Content

Promoting Mental well-being

My Takeaways
This was one of the first few projects that I did in UX domain. Here are few of my key learnings-
Involving Real Users
Gathering feedback and insights directly from users allowed me to establish a candid problem with qualitative data based on their real needs related to mental well-being and experiences..
Addressing Implicit Mental Health Issues
I realized the need to address implicit or less obvious issues that affect mental health. This understanding emphasized the importance of holistic approaches to mental well-being through human-centered UI, going beyond the surface to tackle underlying factors.
Seeking Interdisciplinary Collaboration
In my experience, seeking help from therapists significantly improved the quality of questions asked during the interview and the feedback on the usability of wireframes. This is because they possess a deep understanding of human behavior, emotions, and mental health. Their insights allowed for the creation of wireframes that align with users' psychological needs and emotional responses.
Thanks for reading
Check out my other projects
Enhanced accessibility and usability compliance for Ingleside, benefiting 1,350 PersonaPay users.
Developed a system for visually impaired people for safe navigation achieving 82.24% accuracy and reducing response time by 79%, through user feedback iterations.
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If not here, then you can definitely find me petting some dog 🐶