Project overview
Moodmod is a platform creating a safe space for gamers facing mental health challenges, offering AI-driven support and self-help tools that integrate seamlessly into their lifestyle, reducing stigma and making care more accessible.
Timeframe
14 weeks
UX + UI Design, Visual design, Concept, Branding, User flow, Research, Prototyping + Testing
My role
Tools
Figma, Fig jam, Figma slides, Google forms
Context
This project was a group assignment in the Interaction Design course, a 14-week course during the first semester of the UX program. All groups were tasked with coming up with a business idea and developing a product in line with the course’s different stages, based on Design Thinking.
The Challenge
How can we lower the threshold for gamers to seek mental health support in a way that feels natural and comfortable within their existing gaming culture and environment?
Many gamers find themselves in an environment where mental health issues are a common consequence of the digital world, regardless of age or gender. Despite being exposed to this climate daily, only a small fraction of gamers seek help for their mental health. This remains the case even with new platforms and an open societal debate aimed at reducing stigma.
The problem lies in the fact that for many gamers, visiting a clinic or using platforms like Mindler feels like a significant step outside their comfort zone, leading them to avoid seeking help altogether. The threshold for taking that first step remains too high.
Insight
Instead of bringing the gamer to the psychologist, we bring the psychologist to the gamer.
Solution
MOODMOD - A psychology app for gamers of all ages, allowing them to take the first step toward better mental health on their own terms without leaving their comfort zone.
Design process
Throughout this project, we leveraged a lean UX Design Thinking process to make research-driven and user-centered decisions.
Implement
Prototype
Empathize
Define
Ideate
Test
Desk research, User audience, User interviews, Surveys, Analysis
User personas, Empathy map, How might we, Problem statement, Pain points to Gain points
Card sorting, Information architecture - Sitemap, User stories, User Flow, Require manegment, Concept, Moodboard
Low Fidelity Wireframes, Branding, Design system, Hi Fidelity Wireframes
Usability testing, Feedback Analysis
Empathize
Desk research
Why gamers?
Our idea was based on lowering the threshold for people who avoid seeking help for their mental health. We conducted an in-depth analysis of various apps providing mental health support, including self-help tools, AI-powered therapists, and platforms offering video calls with certified psychologists.
During our research, we identified a particularly hard-to-reach target group – gamers. This sparked our curiosity and motivated us to explore their needs and challenges further.
Research and various studies indicate a significant hidden group of gamers experiencing mental health issues but not seeking help. To gain a deeper understanding of the problem, we proceeded by sending out surveys to our target group and conducting a few interviews.
User Surveys
We received over 30 responses to our survey, with both males and females aged 12–41 participating. The goal was to collect quantitative data and to get a better understanding about the climate within the gaming community. With carefully crafted questions and a few individual interviews, we believe we also gathered valuable qualitative insights.
Top insights
Toxicity as a normalized phenomenon
Many respondents have experienced toxicity in the gaming world, including racist expressions, personal attacks, and bullying. Although most believe this is not okay, it seems to have become a normalized phenomenon that many expect to encounter.
”Trashtalk” - a grey area
Views on "trashtalk" are divided. Some see it as part of the gaming culture, especially among friends, and believe it can be entertaining. Others consider it unacceptable, especially if it becomes personal or crosses the line into bullying. This indicates a gray area where the line between joke and offense is unclear.
Emotional impact
The climate within gaming affects players emotionally. While some experience joy and relaxation, others experience frustration, anger, and even feelings of anxiety or emptiness. Toxicity and negative interactions can contribute to these negative feelings and negatively impact the gaming experience.
Strategies for managing the climate
Players use various strategies to manage the climate within gaming. Some try to ignore or avoid toxic behavior, while others confront it directly by reporting or speaking out. Some choose to play with friends or in private groups to avoid toxicity altogether.
Desire for change
Many respondents express a desire for a more positive and supportive gaming environment. They are open to ideas such as a platform or service that combines gaming and mental health, indicating a willingness to address the negative aspects of the gaming climate and promote mental well-being.
Lack of consequences
There is a perception that toxic behavior often lacks consequences, which may contribute to its continuation. This points to the need for more effective moderation and reporting systems that actually lead to action against those who misbehave.
Define
Personas
Through our surveys, we were able to identify patterns and create a persona that represents a typical individual within our target group. The persona we developed reflects a person who often adopts negative behaviors from the gaming world, leading to making others feel bad. However, these behaviors stem from deep insecurity, causing the person to feel very bad themselves but struggle to acknowledge it. This results in a high threshold for seeking help.
About
Alex is a 23-year-old university student studying computer science. He lives alone in a student apartment and is currently single. While he has few close friends in real life, he spends a significant amount of time online, particularly in the gaming world. Sam plays daily, focusing on competitive multiplayer games, especially FPS and MOBA genres, and is deeply involved in online communities related to his favorite games. Despite his outward confidence, Sam struggles with inner insecurity and seeks validation through gaming.
Age 23
Student
Single
Gaming, 4-6 h a day
Alex - Competetive gamer
Needs
Validation and recognition, especially within the gaming community
Healthy ways to express emotions and vulnerability
Genuine social connections both online and offline
Support in managing inner insecurity and self-esteem issues
Ways to balance gaming with other life responsibilities, such as studies
Encouragement to address and confront underlying emotional issues
Challenges
Struggles with low self-esteem and inner insecurity
Difficulty handling criticism and negative comments in games
Constant anxiety and self-doubt related to gaming experiences
Difficulty handling negative interactions in a healthy way
Trouble building genuine relationships both online and offline
Feelings of isolation and loneliness
Challenges with balancing intense gaming with studies and personal growth
Goals
Prove his skill and competence in gaming
Gain respect and recognition in the gaming community
Improve gaming stats and climb rankings
Build a respected reputation as a player in his favorite game
Escape from real-life problems and feelings of loneliness through gaming
Seek a sense of community and acceptance within online spaces
Favorite brands
Empathize (again..) and Ideate
Since this was my first project as a UX designer, I found this part of the process both fascinating and valuable. It was exciting to truly step into the mindset of our target group, empathize with their needs, and explore the best ways to solve our challenge. There was a lot of sketching and testing involved, which I felt significantly contributed to my growth as a UX designer.
Empathy map
User stories, costumer journeys
To support our user audience in seeking help for their mental health, we need to find a way that allows them to take the first step toward better mental health on their own terms without leaving their comfort zone.
Insight
Concept
Moodmod is a psychology app designed to function like a gaming platform, such as Steam, Xbox, or PlayStation. In Moodmod, users can launch their "own" game universe (comfort zone) to interact with and talk to their favorite character (AI psychologist) while embarking on various quests to earn points.
At its core, Moodmod adopts a "typical" gaming style to make users feel at home from the very start, before guiding them into "their" game universe.
Ideate
As part of our information architecture, we created a Site map over the flow in the app.
Site map
Prototype
Low Fidelity Wireframe
My first hand sketches of Moodmod.
Mid Fidelity Wireframe
After the initial hand sketches, I created my first mid-fi wireframe in Figma. This was my first time working in Figma, but I learned quickly and really enjoyed it. I also turned this wireframe into a prototype, which we then used for usability testing.
These wireframes focus on the app's key flows—the home screen featuring an animated AI psychologist (MoodAI), the AI chat, the quest and the profile with some stats, moodtracker and socials.
Usability testing
We learned a lot from the usability testing. We tested the prototype on five people aged 25–65, and it was incredibly valuable to observe their interactions while they thought out loud. The prototype was easy to navigate, but our biggest insight came from listening to the participants' expectations—they often expected something different to happen than what actually did.
Since this was our first time designing an app, it was especially valuable to gain a deeper understanding of common navigation patterns. Thanks to these insights, we were able to make important improvements that made the app even better.
Branding
I had a key role in the basis of the visual design of Moodmod – from sketching and researching to finding the right visual identity. Then in my individual assignment, I further reiterated the design to appeal even more to gamers. So, by designing components and creating a design system using a darker theme with gradients in neon-like colors and vibrant characters from various ‘game universes’, I aimed to make users feel even more at home.
Developing the ToV was a joint effort by the the whole team. The goal was to talk with the end user in a, for them, familiar voice.
Process
Play to see the prototype flow
If it’s going too slow - you can adjust the speed on the setting wheel!
Design document
The purpose of the app is to make it easier for gamers to access support for their mental health. Users can chat with an AI psychologist and access various self-help tools, such as breathing exercises. To increase motivation to continue using the app, several engaging features are included, such as an XP system linked to real games, as well as the natural reward of feeling better. A forum will also be available, allowing users to gradually start talking to their friends and realize that they are not alone in their struggles.
Summary
My first UX design project has been an incredibly valuable learning experience. I have familiarized myself with a completely new design tool, developed my ability to understand and design for user needs, and gained deeper insights into empathetic design work. Moodmod has great development potential, and there are always things to improve—such as creating a clearer user journey to guide users from start to finish. However, overall, I am very pleased with the project and excited to continue growing as a UX designer.
Key Learnings