Shirley Xu

A Collaborative Mindfulness App for Gen Z
Role
UI/UX
Project Type
Case Study
Timeline
10 weeks
Tools
Figma
What is Lemon?
Lemon is a mobile iOS app that focuses on providing Gen-Zers (1997-2015), collaborative mindfulness lessons to reduce their growing levels of stress

Problem Space
"91%
of Gen Z says they have experienced a physical or emotional symptom as a result of stress in the past year"
- APA (2018)
There has been a rise in stress among Gen Z, with ⅓ of the population claiming they have poor mental health. Work environment, social issues, and safety concerns are known stressors.
Gen Z practices mindfulness and meditation more frequently than other age groups, with “twice as many Gen Z” than Baby Boomers.
Meditation has been proven to reduce stress in working professionals by 31% and could generate similarly positive outcomes for Gen Z as well. However, most meditation apps on the market are catered towards working professionals instead of Gen Z.
With this in mind, I developed a project question:
How might we tailor online-based meditation practices specifically to a Gen-Z audience in order to reduce their growing levels of stress?

User Interviews
I wanted to learn more about my users, so I decided to directly interview five Gen-Zers to hear their responses.
Goals and Objectives
Learn about Gen Z’s:
-
Experiences with meditation
-
Challenges with meditation
-
Lifestyle fit with meditation
Participant Criteria
Must be born within the years 1997 - 2015
Interview Insights
Motivations
-
Likes the relaxing feeling
Pain Points
-
Meditation gets boring after a while
-
Would rather do something else more enjoyable (e.g. hang out with friends)
Behaviors
-
Spends 5-6 hours on their phone
-
Taking a break from work feels unproductive
-
Self discipline is difficult without support from friends and family

Solution
Make the mindfulness experience collaborative
-
Spending time with friends
-
More engaging & fun
-
Helps keep accountability
Making the mindfulness experience collaborative will allow the user to spend time with friends, creating a more fun experience and helps to create accountability.
The task flow of this process is shown below:


Prototyping
Home Page

Version 1
Users found it difficult to tell which lessons were unlocked for them
Wording of "The Basics" is unclear as to what action the user will be engaging in

Version 2
Users still found it difficult to tell which lessons were unlocked for them when color were switched around
Changed wording to "Start With The Basics"
Layout looks too similar to Duolingo

Version 3
Got rid of lesson locked/unlocked system and used colors to indicate mastery of lessons by levels
Layout has been changed to avoid the Duolingo feel

Version 4
Added bar on the side for explanation of levels system
(I later realized that colors are not the best for state changes. Ideally, I would have developed a more inclusive system that does not rely on colors and hinder colorblind users.)
Pre-Session Invite Friends Page



In-Session Invite Friends Page
Post-Session Page
Visual Identity
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Wordmark Development




Marketing Site
What's Next?
-
Interviewing a larger and more diverse sample size of Gen Z to better address user needs
-
Considering different platforms
-
Seeing which other demographics may benefit (e.g. low income individuals)