Role: UX Research, UX/UI Designer
Tools: Figma, Adobe CC
Problem:
There is an urgent need to care for the child population in mental health issues. It becomes a priority to generate a culture of education where this branch of health is promoted like any other.
Challenge:
Create an educational application focused on the area of children’s mental health, designed so that adults have resources for the prevention and awareness of this issue in minor populations.

Development plan:
Assumptions & requirements
In this stage we define the essential content and actions that the app should contain, as well as its distribution in the different sections.
Home
Notifications
User profile
Settings
Resources
Didactic resources
Strategies
Tips & Advices
Specific topics info
Events
Search
Contacts
Events
Strategies
Types of resources
Types of disorders
Patterns
Directory
Contacts
Type of service
Direction
Library
Saved info
Favorite resources

Benchmarking
The analysis is done in applications focused on content generation, these range from educational to entertainment platforms. With this analysis the design patterns are concluded.

Design patterns
We used benchmarking to compare the different design patterns of the evaluated references in order to extract the strengths and weaknesses according to the analysis.

Pros
Simple search
Graphic focus for clarity
Search filters
Easy access menu
Contras
Exclusion of users with lower technical level and less graphic literacy
Constant menu can sometimes limit display space

Personas
Users are divided into 3 population groups. These represent users with a basic, intermediate and advanced level of knowledge on the topic of mental health focused on the student population.

Beta architecture
As a result of the research carried out, the mapping of the contents is carried out, this would be the beta architecture.





