COMPLETE UX PROCESS

EmpathyMe

UX Product Design & Research

A mobile learning experience designed to make empathy easier to understand, explore, and apply through short, interactive lessons.

CHALLENGE

Information about empathy and its practical application can be difficult to find in one accessible resource.

GOAL

Create an engaging resource that teaches foundational empathy concepts through practical, real-world applications.

USER RESEARCH

Discovery

Objective

I researched how users felt about learning interpersonal skills through a digital product, how they might interact with it, and where an app could offer unique value.

Feedback helped identify the right depth of content: just enough to introduce new concepts without overwhelming users. I also accounted for my own bias toward psychology by deliberately seeking varied perspectives.

Participants

A demographically diverse group with varied knowledge of empathy and different contexts for applying it.

Methods

Surveys, interviews, and observational studies. Secondary research revealed few comparable products, suggesting an opportunity in the market.

PAIN POINT

Required Registration

Asking for information before allowing access forces users to invest before understanding value.

PAIN POINT

Worth Downloading

Users expect an app to offer a richer experience than a basic internet search.

PAIN POINT

Real World Connection

Psychological education often stops short of showing how concepts apply to everyday life.

RESEARCH SUMMARY

Understanding the User

Persona: Pia
EmpathyMe Pia portrait

“As a loving grandmother, I wish I knew the right thing to say so that I don’t annoy my daughter-in-law and we can all spend more happy times together.”

Persona: Sanjay
EmpathyMe Sanjay portrait

“As a devoted husband, I want to be better at talking to and comforting my wife so that our marriage continues to thrive.”

EXPERIENCE

Designing for User Needs

Ideation
Potential improvements were explored through Rapid Drawing and with brainstorming exercises including “How Might We?”

INFORMATION ARCHITECTURE
JOURNEY
DIGITAL WIREFRAMES
DIGITAL WIREFRAMES
DESIGN + INTERACTIVITY
RESEARCH

Usability Testing

USER NEEDS

Study

The lo-fi prototype was tested remotely in an unmoderated study. Five participants completed four tasks and rated their overall experience.

KPIs Measured:

• nav use
• conversion
• drop-off

• time on task
• SUS

USER FEEDBACK

Objectives

Answering these questions helped me to forge a clearer path forward with my design.

  • Do users navigate through all of the information?
  • How long does it take users to find specific information about empathy?
  • Are users more likely to follow a sequential journey or navigate directly to specific information?
USABILITY

Findings

• Some users could not find the email signup.

• Two different Examples headings caused confusion.

• Too many dots and swipes complicated navigation.

ITERATE: Response Examples

Three competing layout styles were simplified after testing revealed confusion.

ITERATE: Email Signup

The signup link was moved to the top navigation after most users struggled to find it.

UNIVERSAL DESIGN

Accessibility Considerations

Color Contrast

Luminance ratios verified compliant to WCAG level AA requirements.

Hierarchical Headings

H1–H6 structure supports navigation and communicates information hierarchy.

Navigation Options

Users can access specific topics directly or follow a sequential journey.

ELEMENTS + GUIDELINES

Design System

BEYOND v.01

Next Steps

Enhanced Desktop

A more robust version might include interactive games and activities for individuals or groups.

Explore Imagery

Expanded image testing could reveal more about what resonates most with users.

Connect Users

Provide an arena for users to share their experiences and knowledge with a like-minded community.