Lua
A gamified anxiety regulator & education system for college students
Project Overview
A 3-month research project aimed at targeting a gap within health informatics & providing a solution. Our area of exploration was the lack of efficacy of digital anxiety interventions amongst college student populations.
The Problem
Anxiety Disorder rates amongst college students are at all-time highs. The current solutions lack personalization & user engagement.
The Solution
We created a gamified anxiety regulator & education system, drawing inspiration from successful platforms like Duolingo.
User Research
We began with conducting 20 user interviews to gain insight the current successes and pain points of existing DAIs. Participants used 5 of the current leading products & provided feedback on metrics like efficacy, personability, & engagement.


Data Insights
- • No score greater than 7/10 when asked 'How personable did you feel your experience was?'
- • 80% selected: more personalization as an area for improvement
- • 60% selected: gamification for new features
Low-Fidelity Mockups



