1 | RESEARCH
Grounded in clinical reality, studied established emotion regulation assessments, mobile mental health research, and peer-reviewed CBT validation studies before touching a wireframe.
2 | DEFINE
Synthesized clinical and UX research into empathy maps and journey maps; sharpened the framing question to focus on personalized, evidence-based regulation - not generic wellness.
3 | IDEATE
Explored intervention techniques and user flow structures through sketching and wireframing, testing how clinical rigor and approachable UX could coexist in a 2–5 minute window.
4 | PROTOTYPE
High-fidelity interactive prototype built around four core task flows - each mapped to a distinct, clinically validated regulation technique.
5 | TEST
Informal usability testing focused on two things: could users complete the flows, and did the interventions feel effective within the time constraint?
6 | ITERATE
Documented concrete opportunities for next iteration: gamification, language accessibility for younger users - treating scope boundaries as a starting point, not a ceiling.


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