SHYBYE - social anxiety platform

Did you know about 12.1% of U.S. adults experience social anxiety at some point in their lives?

Overview

SHYBYE is a social anxiety platform utilizing gamification system to challenge to take tiny steps to be less shy. It began as hackathon project in Girls Develop It 2022 Hackathon, a three-day event where developers, designers, and project managers came together to create an MVP of app/website relating to healthcare.

After the hackathon was over and winning the App in Our Phone Tomorrow award, most of team wanted to continue to work on it. I decided to get more UX/UI Designers to help with User Research and create an MVP to test with target users: people who deal with social anxiety.

My Role

Lead UX/UI Designer

Teammates

4 UX/UI Designers

Tools

  • Design Tools (Figma, FigJam)

  • Collaboration Tools (Discord, Google Drive)

Scope

February 2023 - Present

The Problem

About 17% of the US population according to NIHM has social anxiety – fear of social interaction. Social anxiety can occur in specific social situations. A diagnosis of social anxiety is uncommon as it’s something that is not brought up as a health condition.

The problem that we are trying to solve is:

People with social anxiety struggle with how to interact with certain situations. How can we implement a gamification system for people with social anxiety to slowly overcome their social anxiety in situations?

UX Design Process

As the UX Design Team Lead, I created a timeline for other UX Designers to know when will deliverables needed in order to get a MVP.

Kicking Off the Brainstorming Session

Our team decided to have brainstorming session to figure out what are potential questions and solutions we can come up with it to reiterate the website into a MVP. We agreed on five key features:

  1. Gamification System (Earning medals and points after completing a challenge)

  2. Social Anxiety Challenges (Daily or Weekly)

  3. Stats of the user’s medals and challenge completion in the dashboard

  4. Emoji Rating and Journaling after completing challenges

  5. Resources for tips

UX Research

After the brainstorming session, there were questions that needed to be answered as the UX/UI Team went into Research Phase:

  • What are the pain points of a person dealing with social anxiety?

  • What is the end goal for a person dealing social anxiety using SHYBYE?

  • What type of challenges should we give to a person dealing with social anxiety?

  • How can we incentivize the target user to continue to use SHYBYE?

We decided to conduct secondary research by looking at academic articles and mental health articles to help with understanding the psychological aspects of a person dealing social anxiety.

White Paper Research

Conducting secondary research helped to understand our target audience and the types of challenge we could potentially create. Key factors while reading through academic articles were:

  • Common social situations that most people with social anxiety avoid are dating, meeting new people, starting conservations, and attending gatherings/parties.

  • If social anxiety is left untreated, it could impair social skills, self-esteem, academics, social relationships, criticism, and employment.

  • People with social anxiety in these specific situations can experience symptoms such as internal discomfort, fear of negative evaluation, avoidance, awkward behaviors, and physical symptoms such as hand sweating, stuttering, redness, etc.

  • Few ways to deal with social anxiety is keeping a journal, taking a particular challenging task and divide into smaller parts, therapy/support group, and meditation.

Competitive Analysis

Overall, we found from other competitor apps that include either social anxiety or gamification that:

  1. Users don’t want the system to be complex but simple and easy to use.

  2. The same goes for UI Design - it needs to be inviting and calm.

Opportunities we could do is create challenges relating to a specific social situation and create a simple gamification system to decrease cognitive load.

User Interview and User Survey – Key Findings

We conducted a user survey with 42 responses and 5 user interviews. A few key findings we found interesting were:

  • 79% of participants in the user survey choose meeting new people and being present at an event the most as the trigger point for their social anxiety.

  • About 60% of the participants in the user interview have said they got social anxiety because of past experiences; it led them to have social anxiety in their teen days.

  • About 60% of participants in the user interview need to prepare themselves for that certain event or they will start over thinking about their actions.

Here are what a few participants said in the user interview:

“That's like kind of a way that I mask my autism so that I don't like to seem very unapproachable, and this especially happens with I am meeting new people. I also feel like I kind of sweat a little bit, but people can't really notice, because they're not up that close.” - HG, STEM advocator

“I feel like the main reason might be like people checking on me because I recognize that I might have, like some self-judgment, and I might be like reflecting that self-judgment on people. So, I kind of like prepared in an event for that.” – Gina, College Student

How Might We and Revisiting the Problem Statement

Questions we kept asking were:

1.    How might we help people with social anxiety boost confidence and lessen feelings of being negatively perceived by others?

2.    How might we implement a gamification system to help people who are dealing with social anxiety?

3.    How might we create challenges pertain a specific social environment like work, home, etc?

After coming up with How Might We Questions and looking through the UX Research, we revisit the problem statement and changed it to:

Design a gamification system to help people with social anxiety build confidence and improve their ability to interact in social situations by providing situation-dependent challenges and positive reinforcement.

Solution

We revisited the features we agreed on in the brainstorming sessions and whether they would help solve the problem and we agreed that we would do:

  1. Add gamification system to incentive completing a challenge.

  2. Add resource page to help with getting tips and learn more about social anxiety and how to deal with certain social situations.

  3. Have challenges based on particular social situation.

  4. Have a survey to help analyze new users’ state of social anxiety and what social situation to focus on.

Persona

We created two personas from our UX Research and decided to tailor to both as it more on creating challenges pertain to what social situation do they struggle the most.

Sitemap

User Flow

Sketches

We have created sketches for both mobile and desktop versions on how rewards, profile, and dashboard page would look like.

Moodboard and Style Guide

Wireframes

Low Fidelity Wireframes

High Fidelity Wireframes

Prototype

Usability Testing

We decided to conduct a usability testing on the desktop version to check if the MVP was ready to be handoff. We found a few critical issues that we felt still needed to worked on:

  1. The UX Writing made it hard to understand the description, stats and the overall name of the challenges.

  2. Navigating to the challenge log page was overall confusing via the calendar feature.

  3. Testers wanted to see more difficulty in the challenges.

Next Steps

We decided after analyzing the results from the Usability Testing, the UX/UI Design team needs to:

  1. Improve the challenge log informational structure and challenge log list in the dashboard.

  2. Overall, improve the UX Writing to make it encourage and user friendly.

You can check out the current website. It still in working development as we are working on fixing issues found in the Usability Testing.

Special Thanks

I would like to thanks to UX/UI Designers who helped worked on this project with me. Thank you Phoebe for the amazing graphics you have created for challenges. 💕 Also, shoutout to Cristine for helping create the challenges!

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