Improving Engagement with Balancing Stress

Summer project for HCI master's program at University College Dublin.

Mobile app screen showing Newsletter archives with buttons for June, May, April, and March 2025.Video titled 'My stress as a teacher' with a play button over an older man and woman sitting on a couch.Mobile screen with a newsletter subscription form for Balancing Stress, including email entry and subscribe button.Mobile app screen showing a list of saved videos on mental health topics like stress, worry, and anxiety.Survey form on mobile screen with questions about favorite and least favorite program parts and improvement suggestions.Mobile app screen titled Belly breathing with video on stress management and a button for saved videos.Mobile app screen titled 'Understanding stress' with video and bullet points on stress education and coping.Mobile screen showing a video testimonial interface with message, video player, date, video name input, and upload button.

Role

User researcher, Prototyper, UX designer, Project Coordinator

Tools

Figma, GoogleDrive, Google Forms, Zoom

Team

Numa Fathima, Kishitij Motke, Parv Dubey, Anneli Nurmi

Duration

May 2025 - August 2025

Project Overview

Our project centred on enhancing the Balancing Stress program, a crucial national resource aimed at helping individuals manage stress through accessible and practical online sessions. Recognising that mental well being is both a private and public health concern, we set out to understand how users engage with the platform and identify challenges they may face along their journey.

From the outset, our team engaged in extensive brainstorming and multiple ideation sessions to explore potential directions for improvement. We began with a thorough review of relevant background literature to ground our work in existing research and best practices. To better understand the current landscape, we conducted a competitive analysis and evaluated the usability of the existing website. Central to our approach was active user research, including co design workshops with members of the National Patient Panel. These workshops provided valuable insight into real user experiences and needs. Complementing this, we gathered feedback through surveys and data collection exercises to further inform our design decisions.

What is Balancing Stress?

Balancing Stress is a free, self-directed online program developed by the Health Service Executive (HSE) to support individuals in managing stress, worry, anxiety, low mood, and relationship difficulties.

The program consists of six video sessions, each lasting approximately 35 minutes. These sessions cover key topics including understanding stress, managing worry and anxiety, coping with low mood and depression, navigating stress within relationships, and strategies for maintaining balance now and in the future. The sessions are designed to be watched in sequence over several weeks, giving participants time to practise the strategies introduced and gain the most benefit.

One of the key features of Balancing Stress is that it requires no registration, allowing users to access the videos anytime and at their own pace. Alongside the videos, the program includes practical exercises to help users apply the techniques in real-life situations, supporting ongoing stress management (Health Service Executive, n.d.).
Health Service Executive. (n.d.). Balancing Stress programme. https://www2.hse.ie/mental-health/self-help/balancing-stress/about/

Balancing Stress programme webpage describing free sessions to manage stress, anxiety, low mood, and relationships.

How can we help people stay engaged with the Balancing Stress platform by making it easier to use,more personal, and more useful while still keeping it accessible for everyone?

Intended Design Process

  1. Research

    Understand the needs of our partners, the domain, and the Balancing Stress program.

  2. Emphasize

    Engage with real users to understand their pain-points

  3. Ideate

    Generate ideas solve user pain-points without compromising the needs of our partners

  4. Design

    Utilise research to create a mockups and prototypes to solve user pain points

  5. Evaluate

    Analyze how prototypes are used by potential users.

Actual Design process

  1. Research

    Understand the needs of our partners, the domain, and the Balancing Stress program.

  2. Emphasize

    Engage with real users to understand their pain-points

  3. Ideate

    Generate ideas solve user pain-points without compromising the needs of our partners

  4. Workshop

    Validate research, ideas, and designs with real users.

  5. Ideate part 2

  6. Design

    Utilise research to create a mockups and prototypes to solve user pain points

  7. Workshop 2

  8. Evaluate

    Analyze how prototypes are used by potential users.

  9. Design again

Research

Research Questions

In order to find and analyse the literature, we came up with these research questions inspired by our design challenge:

  • What is stress?  
  • What is engagement?
  • Why do users stop using Digital Mental Health Interventions (DMHI)?
  • What are DMHI and what kinds are there?
  • How does Balancing Stress compare to other DMHI?

Literature Review Findings

  • DHMIs have the potential to significantly expand access to mental health support and alleviate pressure on overstretched traditional mental health services. Their scalability and convenience make them attractive alternatives or supplements to face-to-face care, especially in underserved populations. However, despite their promise, DMHIs often face high attrition rates and challenges in maintaining user engagement over time, which limits their long-term effectiveness (Smith et al., 2025; Ropero et al., 2023).
  • In DMHIs, user-centered design, personalisation, and real-time interaction are key factors that help sustain user engagement and reduce dropout rates. By focusing on the needs and preferences of users, tailoring content to individuals, and providing timely feedback or support, these interventions become more appealing and easier to use, which encourages consistent participation (Kelders et al., 2012; Lattie et al., 2019).
  • Features like mood check-ins, flexible content pathways, and visual progress cues are important in DHMIs to guide users effectively without storing personal data. Mood check-ins promote self-awareness, flexible pathways let users tailor their experience to their needs, and visual cues motivate by showing progress. These privacy-conscious features help build trust and keep users engaged over time (Henson et al., 2022; Torous et al., 2020).
  • Lack of motivation, limited access to technology, and insufficient technological or medical literacy represent significant barriers for patients when encouraged to use any DHMI. Motivation influences engagement and adherence, as patients who are not internally driven may struggle to consistently use digital tools. Moreover, disparities in access to reliable technology, such as smartphones or stable internet, disproportionately affect certain populations, limiting their ability to benefit from these interventions. Low levels of technological or medical literacy can also hinder patients’ understanding and effective use of DMHIs, reducing their overall efficacy and acceptance (Torous et al., 2020).
  • Clear interfaces and strong first impressions are essential in DHMIs because users often decide within moments whether an intervention is valuable and worth continuing. If the design is confusing or the benefits are not immediately apparent, users are more likely to disengage quickly. Therefore, intuitive, aesthetically pleasing interfaces and clear communication of value play a critical role in retaining users and reducing early dropout rates (Henson et al., 2022; Kelders et al., 2012)

Henson, P., David, G., Albright, K., & Torous, J. (2022). Deriving a practical framework for the evaluation of health apps. The Lancet Digital Health, 4(2), e57–e66. https://doi.org/10.1016/S2589-7500(21)00249-0
Kelders, S. M., Kok, R. N., Ossebaard, H. C., & Van Gemert-Pijnen, J. E. (2012). Persuasive system design does matter: A systematic review of adherence to web-based interventions. Journal of Medical Internet Research, 14(6), e152. https://doi.org/10.2196/jmir.2104
Lattie, E. G., Adkins, E. C., Winquist, N., Stiles-Shields, C., Wafford, Q. E., & Graham, A. K. (2019). Digital mental health interventions for depression, anxiety, and enhancement of psychological well-being among college students: Systematic review. Journal of Medical Internet Research, 21(7), e12869. https://doi.org/10.2196/12869
Ropero, J., Denecke, K., Rivera, O., & Gabarron, E. (2023). Personalized digital solutions for mental health. Studies in Health Technology and Informatics, 309. https://doi.org/10.3233/SHTI230797
Smith, K. A., Ward, T., Lambe, S., Ostinelli, E. G., Blease, C., Gant, T., Gold, S. M., Holmes, E. A., Paccoud, I., Vinnikova, A., Klucken, J., Uhlhaas, P. J., Garcia Sanchez, C., Haining, K., Böge, K., Lahutina, S., Tomelleri, L., Ryan, S., Torous, J., & Cipriani, A. (2025). Engagement and attrition in digital mental health: Current challenges and potential solutions. npj Digital Medicine. Advance online publication. https://doi.org/10.1038/s41746-025-01778-w
Torous, J., Jän Myrick, K., Rauseo-Ricupero, N., & Firth, J. (2020). Digital Mental Health and COVID-19: Using Technology Today to Accelerate the Curve on Access and Quality Tomorrow. JMIR Mental Health, 7(3), e18848. https://doi.org/10.2196/18848

We’ve conducted a competitive analysis of four leading Irish online mental health platforms: SilverCloud by Amwell, Turn2Me, MyMind, and Jigsaw. By examining their engagement strategies, target users, overall scope, mental health focus, and key features, we aim to identify what makes these platforms resonate with users and how Balancing Stress can borrow their best ideas.

Comparison table of five mental health platforms showing features, users, focus, and engagement strategies.

To understand how users experience the Balancing Stress tool, we carried out a usability review using Nielsen’s (1994) usability heuristics. This helped us spot areas where the platform could be clearer, more engaging, or easier to use. Since it is a public mental health resource, we also considered accessibility standards from the Web Content Accessibility Guidelines to ensure it works well for everyone. Our goal was to identify what is working and what could be improved to make the tool more helpful and user-friendly. For reference, 0 out of 5 means there is no issue. A 5 out of 5 means the problem is critical and should be fixed immediately.
Nielsen, J. (1994). 10 usability heuristics for user interface design. Nielsen Norman Group. https://www.nngroup.com/articles/ten-usability-heuristics/

Accessibility evaluation summary showing 10 heuristic categories with feedback, suggestions, and scores out of 5.

The average severity score of 2.3 out of 5 indicates several moderate usability issues across the HSE Balancing Stress website. While the platform offers strong content and a supportive tone, issues like limited progress tracking and a lack of interactivity slightly hinder the overall experience. The most critical concern lies in the absence of effective error recovery, as users are left without clear guidance or support when something goes wrong. It is essential to ensure users feel safe, confident, and supported throughout their journey.

Empathize

In the Empathise phase, we shifted from foundational research to a deeper exploration of real user needs and behaviours. Starting with an initial user journey map and research plan, we adapted our approach based on emerging insights. Through surveys, poster iterations, and workshops, we gathered both qualitative and quantitative data. This was analysed using thematic analysis and translated into key findings, updated user journeys, and relatable user scenarios that shaped our ideation process.

We aimed to build empathy for potential users by reaching out to them in a participatory design approach using surveys. By engaging users in this way, they can influence decisions related to the system being designed or fixed. The data we collected from potential users played a crucial role in shaping our final decisions for this project. Including users in research for digital products is necessary because users could potentially perceive and use the designed products in an unexpected way.

Survey

We hoped to use our survey to gain knowledge from the general public of Ireland to learn how they started using Balancing Stress and what their experience was like using the program. However, Balancing Stress is a new program, and we recognized that finding the actual program users in Ireland would be rare. Therefore, we also included a section about general DMHI to learn what has been successful for other programs through the perspective of actual users to apply that generalized information to our research.

The survey was created on Google Forms and consisted of two separate sections: one for Balancing Stress and the other for general DMHI. Each section had roughly 20 questions that ranged from asking about the challenges of using DMHI to specifically when and why participants stopped using Balancing Stress.

We distributed the survey in two ways as well. Our first distribution was through online channels, through WhatsApp, Facebook, and more. Our second distribution was through printed posters put up around higher education campuses in Dublin.

Survey consent form from UCD HCI Team 10 on anonymous data processing for mental health research.
Poster with message: You don’t need to have it all figured out, showing a tangled line turning into a calm spiral.

Posters

As part of our revised approach, we launched a small-scale poster campaign across the UCD campus to raise awareness of the Balancing Stress program and invite users to share their impressions via a tracked QR code. This effort served a dual purpose: to inspire early-stage design ideas through real-world input, and to evaluate the long-term feasibility of posters as a low-barrier outreach and feedback method. By shifting away from GP-based distribution, this campus-focused approach aligned with partner feedback while still supporting our user-centred research goals.

Bulletin board with flyers including help wanted, social dance salsa bachata lessons, and a mental health message.

Survey Results

We developed our survey to have two parts. One part aimed to get information about the general use of DMHI, and the other part was about Balancing Stress. Because Balancing Stress is a new program, our survey data was 100% about the general usage of DMHI. None of our participants had heard of Balancing Stress before the survey. With our survey results, we were able to inform our idea generation and final suggestion for our partners regarding improving engagement with the Balancing Stress program.

Infographic showing features and challenges of using DMHI, patient engagement stats, and reasons many stop using it.

Ideation

Defining Restrictions

We met with both our partners in early July 2025 to further discuss how we planned to run the workshop. Together we planned to conduct two online workshops with the goal of finding the pain points participants had with Balancing Stress, showing our ideas, and brainstorming more ideas with participants to learn what they expected to improve in the program. We also clarified how Balancing Stress was meant to be used. Sessions are meant to be watched and listened to however users want to. For example, they just listen to it as they walk. This meant that there was a possibility of alternative forms of engagement through audio or text that we could brainstorm for.

Vector illustration of a laptop connected to a globe symbolizing global online access.

Large-scale updates would require extensive approval, development resources, and long-term maintenance, which were outside the project’s scope.

Silhouette of a person sitting with knees pulled up and arms resting on knees against a black background.

Altering sessions could compromise the therapeutic integrity and consistency of the program. As such, our design interventions focused on supporting engagement around the sessions, rather than within them.

Black and white graphic of an eye with a flashlight illuminating the word 'ACCESSIBILITY'.

Accessibility guidelines required strict compliance to ensure the platform is usable by all. This limited our ability to alter colours, layouts, and interactive features, ensuring we maintained clear, consistent, and inclusive design throughout.

Icon of a web page with a shield and checkmark representing GDPR compliance and data protection.

Strict privacy requirements and limited data access meant we had to carefully design studies that protected user confidentiality while still gathering meaningful insights.

Brainstorming

Our goal was to create a solution that would both improve engagement for users and translate interactions with that engagement tool into data for the HSE team. We discussed and reviewed our past meeting notes to have a united understanding of what problems our partners were facing. The HSE team lacked a way to test assumptions from the analytical data they received. They wanted to know why users only stay for three seconds and whether or not they will come back in the future. Therefore, our main challenge became:

How can we create a tool that is simple for our partners to implement, enhances user engagement, and translates those interactions into meaningful data for our partners?

We spent a week individually looking for inspiration for approaching the problem from different angles, then shared and discussed our final ideas as a team. We kept additional questions in mind as we discussed our ideas:

  • How will we learn why users stop engaging?
  • How will we measure current engagement?
  • How will we promote future engagement?
  • Will the data gathered from this feature help our partners improve the program?

Some of our teammates approached the problem statement and questions by looking at what could be done for the benefit of our partners. Others looked towards existing features that successfully promoted engagement in other systems. Some team members imagined beyond the restrictions we learned in the previous partner meeting by also solving problems found in past research. The following images are some ideas produced from these different perspectives.

Hand-drawn diagram illustrating pre and post video engagement with focus on web engagement and on-video engagement questions.Sketch mockups of a feedback form webpage showing a video section and a form with ratings and comments.Hand-drawn webpage layout titled 'Understanding Stress' with a video play button and 'Save to My Space' option.Illustration of three stress balls labeled with 'QR' and 'Balancing Stress' and a hand holding a red stress ball.Blue page with a quote about stress by Andrew Bernstein and a white line drawing of a child and adult looking upwards.Hand-drawn webpage sketch with a header, a video play button, and a forum section with user icon and text lines.Hand-drawn sketch of three frames showing a video player, a dog walking, and a sitting dog with speech bubbles.Handwritten progress tracker titled Balancing Stress with a sessions bar almost full and text saying you're almost there.

Workshop 1

  • Purpose: We ran a co-design workshop to gather qualitative and quantitative feedback on user engagement with the Balancing Stress programme and our low-fidelity prototype.
  • Participants: We had four participants from the National Panel. They ranged from 25 to 65 years old, lived in different places in Ireland, and were Irish citizens. Their technical skills were a wide range as well, with the younger participants more adaptable to new technology software and the older participants having a more difficult time adjusting to the software we aimed to use in the workshop.
  • Our Team: Three of our teammates- Anneli, Numa, and Kshitij- participated in the workshop, with one as moderator and the others as facilitators. We were also joined by our partner, Michelle, during the workshop. During our third phase, we all moderated our breakout sessions
  • Schedule: The workshop was planned for July 8th, 2025, from 1 pm to 3 pm. Along with an introduction and conclusion, we originally planned to have three main phases: gathering data, brainstorming, and feedback on our ideas.
  • Ethos:  We aimed to learn and listen. This co-design workshop takes a participatory design approach, or the inclusion of users in the design process as co-designers (Ehn, 2008). While participants from the Panel have experience in research, they also still represent different parts of our audience. The participants helped co-design by providing ideas and criticism.
  • Data gathered: We gathered qualitative data from participant quotes. The quotes were thematically analysed to discover the key themes presented in the workshop about Balancing Stress and mental well-being. We had also anticipated gathering visual artefacts such as sorted cards and dot-voting, but participants preferred to have verbal discussions rather than participate in activities.
Digital feedback form about Balancing Stress project with instructions, reaction stamps, and sections for user responses.

Top three ideas

Quote by Andrew Bernstein about stress as a driving force with a line drawing of two people with thought bubbles.

Newsletter

The majority of the participants appreciated the familiarity with the newsletter as a way to connect with other patients’ stories, even participants who had previously expressed difficulties with technology. The next steps to improve this design involved creating a layout that is both accessible and visually appealing.

Hand-drawn webpage layout titled 'Understanding Stress' with a video play button and 'Save to My Space' option.

Saved Videos

The majority of the participants also believed that the saved videos would be very useful for organising and revisiting helpful content, especially without needing a login. However, there was a concern that the heart icon was too stereotypical or "off-putting", and participants suggested alternatives like a tick or star for clarity and comfort.

Hand-drawn sketch of post-video survey interface with video player and two scales for user feedback, with annotations.

Post-Video Scales

While we had a successful first workshop, there are quite a few things we learned that we should do differently in order to have more success. What limited us during this first workshop was that we did not know who our participants were and what activities they would be comfortable participating in. If we had known that they would not want to use new software, we would have designed another activity that could be engaging but effective in getting the information we wanted to achieve.

  • Remove fancy software and just have the participants talk
  • Reduce time spent getting things ready
  • Keep conversations on topic
  • Properly explain the purpose of our workshop at the beginning

Thematic Analysis

We chose to conduct a thematic analysis of the results from our online workshops to more effectively explore our research questions. While some findings may not directly address each research question in full, they contribute valuable insights to broader themes. Identifying recurring patterns across our data helped us form a cohesive picture of user needs and expectations, rather than treating each response in isolation.

Users percieved mindfulness effectiveness differently

Participants had varied preferences for stress management techniques. For example, P1 disliked mindfulness exercises, preferring self-reflection, while P2 found mindfulness very helpful. P3 noted that mindfulness is often a "common sense" practice that people already do, suggesting that the program’s framing of mindfulness may feel patronising to some users.

Appreciating program structure

P2 informed us that the structure of the programed content was well formatted. The variety of the exercises also appealed to many of the participants, encouraging a positive outlook for the program’s future.

Improving awareness strategies

Participants questioned how the program would reach diverse audiences, especially those unaware of it or not engaged with mental health services. Suggestions to improve awareness included partnering with places people frequent, like general practitioners and clinics and reaching out to inform new generations of healthcare and social workers.

Increasing relatability for personalization

Participants appreciated content that included relatable examples but wanted more authentic stories from peers who have navigated stress or mental health issues. Particularly, participants emphasised the need for the program to include the voices of individuals with lived experience of mental health challenges instead of only the voices of the experts. P2 noted, "Our voice wasn’t heard in that video,” suggesting that the current content, driven by professional psychologists, lacks relatability.

Facing accessibility and usability challenges

Participants, particularly older users (P1 and P2), expressed frustration with the digital interface of the Balancing Stress program, citing difficulties in navigating apps and websites. For example, P1 stated, "I do not understand it. I cannot use it," highlighting a steep learning curve for some users.  Concerns were raised about accessibility for individuals without internet access or those using basic mobile phones. A concern for how the content could effectively fit within a patient’s time was also brought up.

Refinement

In order to refine our designs, we took our feedback and lo-fi design ideas and further developed them in Figma and Canva.

For two of our high-fidelity designs, we replicated existing HSE platforms in Figma, specifically the Balancing Stress web pages and the HSE app. Both high-fidelity designs included interactive components, such as drop-down menus, page links, buttons, and scrolling functionality. Our goal was to demonstrate how our ideas could seamlessly fit into the existing system without requiring major changes, which was an important consideration throughout the entire project.

We created the newsletter using Canva, drawing inspiration from the Balancing Stress program assets provided by the HSE team to align it with the overall campaign. The content was designed to be relatable and to encourage long-term engagement, based on insights from our previous workshop. Additionally, we incorporated fonts, colours, and visual styles from the partner pack provided by the HSE team to ensure our design remained consistent and aligned with HSE design standards.

Collection of mobile app screens showing stress management content, wellness journey, services, self-help, and exercises.

Workshop 2

  • Purpose: We conducted another co-design workshop to test our Hi-fi prototypes and gather feedback.
  • Participants: Three participants from the HSE National Volunteer Lived Experience Panel took part in this workshop. All three participated in the previous workshop. They were aged between 25 and 65 years old, lived in various locations in Ireland, and were Irish citizens. Their technical skills remained consistent with the first workshop.
  • Team: Two of our teammates, Anneli and Numa,  participated in this workshop: one acted as the moderator and the other served as the facilitator. We were also joined by another staff member from the HSE, Noreen Turley, during the workshop.
  • Schedule: The workshop was planned for July 22nd, 2025, from 1 pm to 3 pm on Zoom. Along with an introduction and conclusion, we showcased our Hi-Fi prototypes by sharing the screen. Noreen also briefly explained how the HSE had planned to continue promoting the Balancing Stress program.
  • Ethos: Our goal for this workshop was to learn and grow from our experiences. We improved upon the first workshop by limiting the introduction of new software and reducing the time spent redirecting conversations.
  • Data Collected: We collected qualitative data in the form of participant quotes. While we initially planned to gather visual artefacts, such as dot-voting, the participants preferred to engage in verbal discussions, similar to the previous workshop.
Poster titled 'Finding Your Calm' explaining the 'Balancing Stress' program with quotes and information on managing stress.

Newsletter

  • Video testimonials are nice.
  • Show how well the program has been doing in local regions.
  • SMS is similar to Duolingo reminders (very intense)
  • Younger participants did not express interest in fully engaging with a digital newsletter.
Mobile app screen showing a list of saved videos on mental health topics like stress, worry, and anxiety.

Saved Videos

  • “It's a good idea!” - P2
  • Concerns about button colour contrasts for visual impairments.
  • Maybe have options to save the media as a PDF and audio, not just a video.
  • Nice interface design.
  • Maybe add more personalisation, like a custom background color.
Feedback form asking about most enjoyed content, impact, and likelihood to continue the program with multiple choice options.

Drop down survey

  • Follow plain English guidelines for HSE.
  • 3 questions would be enough.
  • The positive language around question 3 is great.
  • The format is not very enticing or inviting

Put everything in an app

Participants suggested that the app should include the option to share video testimonials, particularly as a way for users to tell their stories anonymously without signing in through MyGov ID. Introducing this feature would allow the Balancing Stress team to expand their collection of user stories and testimonials, helping to create a more personalized experience. This idea was first discussed during the first workshop in early July 2025. Participants also proposed the addition of SMS reminders within the app, enabling users to customise when they receive reminders, how they are delivered, and how often they appear.

Don't forget the staff

Participants expressed a strong interest in hearing not only the stories of fellow service users and patients but also the experiences of medical staff working in high-stress environments. They recognised the importance of supporting the mental well-being of healthcare workers and encouraged them to use the app as a platform to share their stories.

Features we continued with and why

Newsletter

  • Expand on ability to provide testimonials
    When seeing multiple stories and receiving support, users are more likely to engage more long-term (Kim  et al., 2023).
    Kim, M., Saha, K., De Choudhury, M., & Choi, D. (2023). Supporters first: Understanding online social support on mental health from a supporter perspective. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 1–28. https://doi.org/10.1145/3579472
  • Provide ability to look back at archived newsletters
    Allows users easy access to past newsletters and review information.
  • Allow users with MyGov IDs to edit and delete their testimonials.
    Provides users with the ability to manage their own data and privacy.

Saved videos

  • Ability to save videos on an app
    Support from workshop participants and survey respondents towards mobile layouts
  • Include a button for downloading content for offline use.
    Requested over both workshops by participants and provides a variety of files to download to increase personalisation and accessibility.
  • Make the buttons bigger.
    This was suggested by workshop participants.
    Also applying Fitts’ law to save users time and energy by making sure the buttons are big enough for users with lower mobile dexterity to hit faster.

Survey

  • Keep three questions in the survey
    Fewer questions mean less time spent having to review one’s experience
  • Use plain English
    Not everyone will understand different jargon and complex questions.
  • Move the mobile survey to a separate page.
    Originally, the survey would have been available on every session page. However, mobile screens are smaller. So, rather than the same survey on every page, having the survey on a single page reduces the amount of information on each page. Users can also choose to complete the survey without interrupting their session.

Final Design

In addition to adding the existing Balancing Stress program to the new HSE app sooner to create an accessible experience for the general public, we also propose the addition of a few features to enhance the engagement of the program.

Saved Videos

The goal of the saved video content is to provide users with the opportunity to access content faster.

  • Being able to save specific exercises and videos would allow users to build a stronger connection with the platform by giving them a sense of control over information.
  • An alternative to having a saved videos feature on the website would be to make a YouTube playlist where users could save and combine different videos into their playlist.
  • Another alternative would be to include the ability to download audio or video transcripts to improve accessibility.
Mobile screen showing saved videos list with thumbnails titled Understanding Stress, Managing worry, and Managing anxiety.
Mobile app screen showing community testimonials with a video thumbnail of two people talking about teacher stress.

Community Stories

Community testimonials allow users to share their stories in different formats: text, audio, or video.

  • Testimonials are important for increasing the credibility and trustworthiness of a product or service.
  • In both workshops, participants expressed the need to have multiple voices in addition to the professional ones in order to feel more comfortable in using the program.
  • Balancing Stress is a new product with no known testimonials to accurately explain the benefits of the program, but being able to plan for a space where future users can view the stories of others could build more trust and engagement in the future.
  • We learned from the literature on DMHI engagement that community participation often increased engagement by offering mutual motivation (Kim et al., 2023).
    Kim, M., Saha, K., De Choudhury, M., & Choi, D. (2023). Supporters first: Understanding online social support on mental health from a supporter perspective. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 1–28. https://doi.org/10.1145/3579472

Newsletter

The goal of the newsletter is to provide a more personalised experience with the Balancing Stress program. The newsletter could potentially be geared towards the older generations (aged 60 and above) of Ireland.

  • The main call to action for the newsletters would be to encourage readers to check out another section of the Balancing Stress program.
  • Other key features of the newsletter would include updates about the program, highlights of people making progress, and ways for users to stay involved and supported throughout their journey.
  • Newsletters can promote reader habits that increase loyalty by making the content more personalised for the reader (Fernandes et al., 2024).
    Fernandes, E., Moro, S., & Cortez, P. (2024). Towards a news recommendation system to increase reader engagement through newsletter content personalization. Procedia Computer Science, 239, 217-225.
  • Sending the newsletter on consistent days and times could also build loyalty for the program (Rempe, 2024).
    Rempe, K. M. (2022). Briefly Motivating: Motivate and retain older participants in a research study using a newsletter (Bachelor's thesis, University of Twente).
Newsletter subscription screen with email input and teal subscribe button on a mobile app interface.Mobile screen showing newsletter archives with clickable buttons for June, May, April, and March 2025.
Mobile survey screen asking users to rate parts of a program they enjoyed most and least with multiple-choice options.

Survey

The goal of the survey is to provide specific data to the HSE team in the least amount of questions that would take up a user’s time.

  • During the first workshop, participants expressed their dislike of pop-up surveys when shown both the pop-up exercise and the drop-down scales.
  • When implementing the survey, there lies great importance in creating meaningful questions that ask for the data the team wishes to know about.
  • I suggested having three questions about what works, what does not work for users, and why they would stop using the program to address the questions our partners have previously inquired about

Final prototype in Figma

If this embedded prototype does not work, use this link to access the prototype.

Balancing Stress Figma Prototype

Conclusion

This project was similar to previous academic projects I have completed, but it was my first experience working with both a team and clients at the same time. In the past, my team's experiences were solely within an academic context. Since we were committed to a real product, this team project was quite stressful as we aimed to complete tasks accurately and on time. While we were students learning and applying the skills and methods we had acquired during our master’s program, it often felt as though we were expected to act as professional user experience designers who needed to deliver flawless results without making mistakes. Balancing these two distinct roles proved to be a significant challenge.

Overall, my experience was positive. I had the opportunity to work on a complex problem and enhance my skills while relearning how to design a product from scratch. I take pride in having been involved in most aspects of the project, from communicating with our partners to contributing to the completion of our final group portfolio designs.

Preparing for the workshops was quite stressful, particularly when submitting a new change to our low-risk ethics submission. However, I believe I handled the sudden changes and challenges during the workshops well enough to maintain confidence in my ability to host future events for research. I am also confident that we managed the data from our workshops and surveys responsibly by anonymising it and securely uploading it to Google Drive folders