Mockups of the SeeNear Mobile App

SeeNear Mobile App

OVERVIEW


Timeline

5 Weeks

Team

Team of Two

Toolkit

Figma, Miro, Zoom

Role

User Experience Research, UI/UX Design, Prototyping

Mockups of the SeeNear Mobile App

Project Scope and Vision

SeeNear is a mobile app designed to help seniors combat social isolation and improve mental well-being by offering accessible hobby engagement, fostering community connections, and promoting self-reflection.

CONTEXT


Context

Understanding the Mental Health Landscape for Seniors

A Growing Senior Population and Rising Mental Health Risks

Canada’s senior population is rapidly increasing, and with it, the prevalence of mental health challenges among people aged 60+ has grown significantly.

PROCESS


Research Insights

Uncovering the Root Causes

To address these challenges, we conducted research and uncovered the following: Physical deterioration in seniors reduces their social networks, leading to social isolation and an increased risk of depression.

To visualize the problem space and prioritize features, I created a problem framework connecting physical limitations to reduced social engagement and mental health challenges.

Mockups of the SeeNear Mobile App

PROCESS


Competitor Analysis

Gaps in Existing Solutions

I conducted a competitive analysis of senior-focused hobby and wellness apps and discovered two major shortcomings:

1. Lack of Social and Emotional Support

Most apps do not adequately address seniors’ emotional and social needs.

2. Physical Accessibility Challenges

Many platforms fail to consider seniors' physical limitations, limiting their engagement and utility.

These findings highlighted the need for a more accessible and emotionally supportive digital platform tailored to seniors.

PROCESS


Identifying User Needs

Mapping Pain Points to Solutions

To ensure the app addresses seniors’ challenges, I mapped identified problems to corresponding needs.

SeeNear Mobile App mapping problems and needs

PROCESS


Defining the Product Goal

Translating Research Insights into Product Goals

Synthesizing research provided by my team, I extracted a significant insight: As seniors age, physical discomfort often limits their social activities, leading to more time spent alone and heightened feelings of loneliness and psychological distress.

Recognizing this, I defined a central design question to guide our solution:

DESIGN QUESTION

" How might we design an accessible platform that helps seniors stay socially engaged and mentally active despite physical limitations? "

Problem discovery: SeeNear

SOLUTION


Mockups of the SeeNear Mobile App

DESIGN DECISIONS


Key Design Decisions

Building Features that Empower Connection and Well-being

MAIN FEATURE

First iteration of the Suggestions page

Accessible Hobby Exploration and Activity

To address seniors’ cognitive and social engagement needs, I designed the Accessible Hobby Exploration and Activity module, focusing on accessibility and usability throughout the process.

My Role as a Product Designer:

  • Conducted user research to understand barriers seniors face in engaging with hobbies.
  • Created low-fidelity wireframes to map user flows.
  • 3Developed high-fidelity prototypes in Figma, ensuring the interface prioritized simplicity and accessibility.

Feature Highlights

smaller version of discover screen and hobby detail page with annotations

Research Supporting:

Research shows digital social activities can reduce loneliness among seniors by up to 30%. This feature directly addresses seniors' emotional and cognitive needs, helping them rebuild social networks and enhance overall well-being.

CONCLUSION


Final Takeaways

Through this project, I learned to:

○ Translate research insights into actionable, user-focused design goals.

○ Know the "why" behind each design decision, backed by research insights

○ Prioritize accessibility and usability to create inclusive, user-centred solutions for diverse audiences.

and if i had more time..

○ Conduct usability testing with at least ten seniors to validate and refine the app’s accessibility and navigation.

○ Experiment with specific hobbies tailored to seniors' preferences and physical abilities, enriching the app's content and engagement options.

○ Expand the app's functionality to include caregiver integration, allowing family members or caregivers to participate in the experience and support seniors' well-being.

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