dragonfly

Combatting social media addiction and promoting mental well-being empowerment.

Jump to prototype

Time
+6 weeks

Project Type
student project

scope
responsive website

My role
Ux/Ui Designer

Overview

I've always had an interest in mental health, specifically self-esteem, as I believe it's a critical factor in many mental health issues. Some years ago, I partnered with a psychologist to develop a product targeting teenage girls. We curated a monthly package featuring exercises to address perfectionism, comparison, boundaries, and meditation, along with a diary and planner. Unfortunately, when we presented our prototypes, the feedback was underwhelming, and the girls had difficulty maintaining consistency with the activities. They expressed a preference for engaging with the planner that focused on social media and self-esteem issues.

Image of my first product aimed at boosting self-esteem in teenage girls

A few years later, during my first UX/UI project, I confirmed that excessive social media scrolling was at the heart of self-esteem problems. Both men and women, not just teenage girls, struggled with feelings of inadequacy, constant lack, and heightened anxiety, especially while on platforms like Instagram. The biggest challenge was the addictive nature of social media. Overcoming the scrolling habit was tough because the urge to continue scrolling only got stronger when they tried to stop. So, my main goal was still finding creative solutions for this core issue.

This is how Dragonfly was born, with the mission to combat social media addiction and enhance users' self-esteem and mental well-being through personalized guidance and incentives, catering to individuals of all genders and ages. The platform partners with mental health-aligned brands to reward users for taking breaks from prolonged screen time and embracing offline activities.

1research

Research goal

What is causing people to feel more depressed and anxious after using social media?

Research objectives

  • Learn which social media platforms do people use the most?
  • Determine at what age do people use most social media
  • Understand how people feel after using social media
  • Determine if people are using any tools to feel better after using social media

Methods

  • Surveys to quantify self-esteem issues, identify the tools used, and investigate  feelings following social media engagement.
  • Conduct  interviews to explore participants habits,  responses, and any enhancing strategies.
  • Competitive analysis to review how other platforms handle these issues.
  • Create personas from research to grasp diverse user needs and expectations.

Research goal

What is causing people to feel more depressed and anxious after using social media?

Research objectives

  • Learn which social media platforms do people use the most?
  • Determine at what age do people use most social media
  • Understand how people feel after using social media
  • Determine if people are using any tools to feel better after using social media

Methods

  • Surveys to quantify self-esteem issues, identify the tools used, and investigate  feelings following social media engagement.
  • Conduct  interviews to explore participants habits,  responses, and any enhancing strategies.
  • Competitive analysis to review how other platforms handle these issues.
  • Create personas from research to grasp diverse user needs and expectations.

competitive analysis

Direct
Competitors
Focus/Method
User Friendly Interface
Onboarding & Registration
Self-improvement assesments
Personalized plans
Paid
User Reviews and Ratings
Performance and Loading Speed
Available in the App Store
Responsive
Sensa.Health
Self.Esteem.app
Flora
#Selflove
Mental Health, CBT
Self-Esteem/ CBT/Beh. Science
Improve productivity/ Block social media time
Self-Love/Self Talk

In summary, these mobile apps are tailored to address specific facets of well-being, each with its unique focus, encompassing aspects ranging from productivity to mental health and self-care. While each app serves a distinct purpose, finding one that effectively addresses the specific concern of social media's impact on self-esteem was challenging.

surveys & interviews

The research process was initiated by creating a survey to gather quantitative data regarding the demographics of individuals affected by social media's impact on self-esteem. The survey also inquired about the tools or strategies employed to address these concerns and usage patterns on these platforms. When conducting interviews,  mothers who shared the same problem were contacted. It was essential to gain a deeper understanding of their strategies for managing the situation. After these  conversations, the development of an affinity map was a key step in uncovering more valuable insights.

After the survey, interviews were conducted to gain deeper insights into the experiences of some of these individuals regarding the impact of social media on their self-esteem. These interviews revealed many intriguing findings, and to organize the ideas, an affinity map was found to be the most helpful.

View affinity map

survey insights

participants
33

gender
Men & women

Age range
15-65

Reside
world wide

93%

Have experienced self-esteem issues

84%

Have taken steps to improve their self-esteem

70%

Chose therapy as their first method for self-esteem

90%

Compare to others on social media

100%

Desire to employ new techniques for self-improvement.

80%

Exceed more than 2 hours of daily social media scrolling

Interview insights

participants
7

gender
Men & women

Age range
15-50

Self-Esteem
Low

platform
zoom

Motivations

Favorite
platforms

TikTok and Instagram

Usage
incentives

50% use social media for
promotional or sales
purposes.

Usage
incentives

50% use social media for
recreational purposes.

Usage
incentives

All used them to keep up
with others

Pain points

Social media
aftermath

All participants experienced
anxiety, particularly from
Instagram.

Social media
aftermath

All  participants felt
unworthy after scrolling
through Instagram.

Struggle with
tools

70% used timers to limit
social media, but felt
anxiety and FOMO

Efforts to
quit

90% tried to quit but
relapsed into extended use

Needs

Positive
content

All  reported a  desire for
more realistic, positive, and
uplifting content.

Best
practices

All felt a desire for social
media research to prevent
mental health issues.

Quitting
tools

90% would like a tool to
quit Instagram without
experiencing FOMO.

Goals

Find
balance

All would like to find a
balance between Instagram
an real life.

Breaking the
habit

All had the desire to use Instagram without self-comparison

Self
resilience

All desired to strive in not
be influenced by others
opinions or judgements.

Build
community

Connect with others and build community outside of Instagram.

participants
7

Gender
Men & women

Age Range
15-50

Self-Esteem
Low

platform
zoom

Motivations

Favorite platforms

TikTok and Instagram

Usage incentives

50% use social media for promotional or sales purposes.

Usage incentives

50% use social media for recreational purposes.

Usage incentives

All used them to keep up with others

Pain points

Social media aftermath

All participants experienced anxiety, particularly from Instagram.

Social media aftermath

All  participants felt unworthy after scrolling through Instagram.

Struggle with tools

70% used timers to limit social media, but felt anxiety and FOMO

Efforts to quit

90% tried to quit but relapsed into extended use

Needs

Positive content

All  reported a  desire for more realistic, positive, and uplifting content.

Best practices

All felt a desire for social media research to prevent mental health issues.

Quitting tools

90% would like a tool to quit Instagram without experiencing FOMO.

Goals

Find balance

All would like to find a balance between Instagram an real life.

Breaking the habit

All had the desire to use Instagram without self-comparison

Self resilience

All desired to strive in not be influenced by others opinions or judgements.

Build community

Connect with others and build community outside of Instagram.

Research Results

Throughout the seven interviews, a consistent theme surfaced: the influence of social media on self-esteem attributed to ongoing comparisons particularly Instagram. Intriguingly, stepping away from this platform, often triggered a 'fear of missing out' (FOMO), reigniting their addiction and prolonging screen time.

Unanimously, the participants emphasized  for resources and support to combat addiction and foster a healthier relationship with technology. They underscored the necessity of practical tools and strategies for managing social media use, like unfollowing specific accounts or taking periodic breaks from the platform.

Target Audience

Instagram users that share a desire for connection and use social media to stay connected with others. They engage in personal development practices, but also face challenges related to their social media use. Some experience anxiety due to a constant feeling of lack, while others find themselves scrolling excessively and experiences FOMO when disconnecting from Instagram. Both recognize the importance of using social media in a healthy and productive way.

2Defining

Defining the problem stemmed from identifying the most significant pain points:

1

Experiencing anxiety, particularly from scrolling through Instagram.

2

Using  timers to limit social media, but feeling
anxiety and FOMO

3

Trying to quit but relapsing
into extended use

How might we help users feel better about themselves, manage Instagram addiction and take a break from the app without experiencing FOMO and anxiety?

The proposed solution involves the development of a platform that utilizes positive reinforcement, enabling users to earn points based on the time they spend away from the Instagram platform, since its the one that has the most negative effect.

These accumulated points can then be exchanged for rewards that focus on wellness and mental health, offering a tangible incentive for individuals to take regular breaks from the app and experience a refreshed state.

prioritization

By consistently addressing the needs, preferences, and goals of the target audience, key features were identified to fulfill their requirements. In total, 16 features were recognized, with the 'must-have' ones including:

1

Account creation

2

Tracker

3

Rewards

4

Redemption prices

A remote closed card sorting exercise was carried out with the help of Optimal Workshop. The goal of this exercise was to gain insights into how participants perceive and categorize information related to a specific topic or domain to help me design the information arquitecture.

Site Map

After choosing the features, the platform was structured to visualize content and assess its hierarchy. 'Deals and discounts' were placed under categories, as it's essential for parents, even though the platform can function without it initially. This provides an overview of the platform's organization before the card sorting exercise.

User & task flows

User experience was improved by crafting task flows and user flows for two personas: new users aiming to earn points and set time limits, and users ready to redeem rewards. Taking user feedback into account, the website's information architecture was optimized, prioritizing a seamless and intuitive flow.

Flows created

  • Tracker/timer
  • Rewards
  • Profile

3Design

identity

When creating the brand, the process began by identifying the core values that best represented...

The values were sorted and prioritized to create a brand name that represented the identity and value of the brand:

Dragonflies connect us with nature and inspire us to explore new activities that promote our well-being and they also:

“Balance, exploration,support, connection, self-realization,guidance”

“Dragonfly”

“Symbolize guidance, support & friendship in addiction recovery”

After deciding the name, the process of sketching some logos began:

Which led to three design proposals:

After multiple iterations, a modern approach was chosen, emphasizing simplicity and freshness.

Design System

The brand's core values  were thoughtfully embodied in the color palette. By applying color psychology principles, the chosen hues were selected to effectively convey these values while ensuring accessibility. Likewise, the typography was carefully chosen to align with the brand's tone of voice and readability. It strikes a balance between playfulness and reassurance, relaxation and support, as well as casualness and confidence

Low fidelity wireframes

Using the Site Map, the user flow, and the task flow, mobile wireframes were developed for the dominant tasks of the site: timer and rewards. Designing low and mid-fidelity wireframes was important because it allowed conceptualization, iteration, and led to a more user-centered and intuitive design.

Timer

Timer

High fidelity wireframes

After establishing the brand and identity, the design phase advanced to creating high-fidelity screens for crucial sections of the platform, including the Sign-Up process, onboarding, timer, and rewards.

High fidelity screens for Sign Up, Timer and rewards

User Testing

participants
5

gender
Men & Women

Social media stauts
active

Age range
25-48

platform
ZOOM

After finalizing the high-fidelity wireframe designs, the next step was the development of a test prototype. A script was prepared to guide participants through the tasks to be tested, which included:

task flows to test

  • Navigate the homepage
  • Sign up
  • Block time
  • Redeem reward

goal

  • Evaluate if the platform is easy to use.
  • Identify features or functions that can be improved.
  • Identify how long it takes to complete the tasks.
  • Determine whether the platform meets user needs.
View prototype

test Results

The platform received a 4/5 rating, and 3 out of 5 participants recommended a vital shift in the language, highlighting addiction, companionship, and well-being. This invaluable input led to several enhancements in the prototype, elevating its overall user-friendliness and effectiveness. As a result of this valuable feedback, I not only adjusted the language but also made changes to the brand and UI design to further enhance user-friendliness.

Before

After

  • 1.
  • Some participants found the 'login' option being placed separately from 'sign up' confusing.
  • 2.
  • The hero image appeared overcrowded.

Before

After

  • 3.
  • The 'add device' option was removed because it was confusing. A preference expressed by users for logging in on different devices and installing the extension.
  • 4.
  • More user-friendly illustrations and language were incorporated to create a sense of companionship and guidance.

Before

After

  • 5.
  • To improve wayfinding: The name in the top left corner caused confusion. Users mistook it for a profile button and preferred clear section visibility.
  • 6.
  • The language was updated to be more welcoming and user-friendly.

Before

After

  • 7.
  • Excluding the footer during the time-blocking process was necessary for a smoother user experience.
  • 8.
  • I enhanced the visibility and clarity of encouraging messages for better user interaction.

Before

After

  • 9.
  • More changes were included to add better supportive and encouraging messages as well as more friendly illustrations that align with the brand identity.

Before

After

  • 10.
  • To enhance visual communication illustrations were introduced in the categories section and maintain the brand's identity.

Before

After

  • 11.
  • To prioritize brands offering rewards, their logos were made more prominently visible.

Before

After

  • 12.
  • Users requested the ability to directly book their rewards through the platform, as the previous process of calling the redemption location was inefficient.

Before

after

Before

after

  • 1.
  • Some participants found the 'login' option being placed separately from 'sign up' confusing.
  • 2.
  • The hero image appeared overcrowded.
  • 3.
  • The 'add device' option was removed because it was confusing. A preference expressed by users for logging in on different devices and installing the extension.
  • 4.
  • More user-friendly illustrations and language were incorporated to create a sense of companionship and guidance.

Before

after

Before

after

  • 5.
  • To improve wayfinding: The name in the top left corner caused confusion. Users mistook it for a profile button and preferred clear section visibility.
  • 6.
  • The language was updated to be more welcoming and user-friendly.
  • 7.
  • The 'add device' option was removed because it was confusing. A preference expressed by users for logging in on different devices and installing the extension.
  • 8.
  • More user-friendly illustrations and language were incorporated to create a sense of companionship and guidance.

Before

after

Before

after

  • 9.
  • More changes were included to add better supportive and encouraging messages as well as more friendly illustrations that align with the brand identity.
  • 10.
  • To enhance visual communication illustrations were introduced in the categories section and maintain the brand's identity.

Before

after

Before

after

  • 11.
  • To prioritize brands offering rewards, their logos were made more prominently visible.
  • 12.
  • Users requested the ability to directly book their rewards through the platform, as the previous process of calling the redemption location was inefficient.

Final Outcome

Future research

The success of the platform will be measured by the impact it has on users over an extended period of time. Specifically, we aim to help users spend more time engaging in activities that promote positive mental health, reduce comparison to unrealistic standards, and overcome Instagram addiction. These goals are essential for ensuring the long-term benefits of the app and improving the overall well-being of our users.

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