Wren

Helping little kids navigate big emotions
Role
UX Designer & Researcher
Sector
Pediatric Mental Health
YEAR
2021
Overview

About the Project

Wren is a mobile app concept designed to help children ages 6–10 learn emotional regulation through reflection, visualization, and parent-guided activities. The goal was to give families a positive way to navigate tough emotions—encouraging kids to identify what they feel, understand why, and explore healthy coping strategies.

This project was my capstone for  UX Design bootcamp. While it wasn’t created for a real company, I treated it like a live product—conducting real user research, defining goals, designing iteratively, and validating my ideas through usability testing with parents and children.

Growth and Challenges

Designing for children required balancing engagement and simplicity while maintaining emotional sensitivity and accessibility. The challenge was to build an experience that was visually intuitive for kids, informative for parents, and calming for both.


With no pre-existing data or users, I had to create the entire foundation (research plans, survey instruments, personas, and usability protocol) from scratch.

Team and My Role

I worked independently over eight weeks, completing every stage of the UX process: research, synthesis, wireframing, visual design, prototyping, and usability testing. This work was informed by my prior experience as a behavioral therapist supporting emotional learning for autistic children. Mentors provided critique checkpoints, but every decision was driven by my own research and validation.

The Impact

Wren demonstrated my ability to take an abstract problem (emotional regulation) and translate it into a tangible, testable digital solution. The process strengthened my confidence in mixed-methods research, accessibility-first design, and aligning tone and visuals to emotional goals.

My Process

Empathize

Competitive Analysis

Using the SWOT method, I analyzed the strengths, weaknesses, opportunities, and threats of three products; Mood Flip Book; My Moods, My Choices; and Thought Spot.

Key Insights

  • Too many emotions unnecessarily increases the cognitive load of the users
  • Users want to see all emotions at once, so they don't have to explore to find the one they're looking for
  • Users appreciate a large variety of coping skills and dislike redundant skills.

Survey & Interviews

I began by exploring how families currently approach emotional regulation. I conducted surveys with 72 parents and interviews with 7 caregivers to understand common challenges, routines, and pain points.

Key Insights

  • Parents often felt ill-equipped to help children calm down in emotional moments.
  • Kids responded best to visual, interactive experiences that helped them externalize their feelings.
  • Families valued emotional learning but struggled with consistency and follow-through.
  • Parents wanted tools that felt gentle, age-appropriate, and non-clinical; something kids would actually enjoy using.

Personas

From this research, I developed four representative personas to guide design decisions:

  • Felicia (Parent): Juggles work and caregiving; needs something her child can use independently but that still gives her meaningful insight.
  • Noah (Age 4): Low literacy and short attention span; relies on pictures and calm, short interactions.
  • Peyton (Age 7): Values autonomy; benefits from tools that give her privacy and choice.
  • Gabriel (Age 10): Neurodiverse; thrives with predictable pacing, simple visuals, and minimized sensory load.

These personas ensured the app’s tone, interactions, and accessibility features supported both children and caregivers in a shared emotional learning experience.

Define

User Stories

Based upon the information gathered above, I created 6 user stories - 3 for parent users and 3 for children users.

For Parents
  • As a parent user, I want the ability to edit the coping skills shown to my child so that I can get rid of ones that don't work for them, and add ones we know work.
  • As a parent user, I want to have access to my child's emotional trends so that I can have better insight into my child's emotional responses to experiences.
  • As a parent user, I want my kids to have separate accounts so that I can get separate information for each child's emotional trends.
For Children
  • As a child user, I want my most frequent coping skills highlighted so that I don't have to look through them all each time.
  • As a child user, I want coping skills that can be used outside of the app so that I can utilize them anywhere
  • As a child user, I want to be able to be read to so that I can use the app independently.

Ideate

Early brainstorming explored two distinct user flows: one for children, focused on emotion check-ins and reflection activities, and one for parents, focused on insights and progress tracking.

Using affinity mapping, I prioritized features that met both user groups’ needs:

  • Emotion check-in screen with friendly icons and colors
  • Guided breathing and grounding activities
  • Journaling feature for short reflections
  • Parent dashboard showing trends and encouraging conversation

User Flows

I created 4 user flows to satisfy the 6 user stories. For the parental side of things, I created an onboarding flow which addresses the screen reader function, access to emotional trends through email, and avatar selection which allows multiple children to use the app with separate profiles. Next I created a user flow for customizing coping skills.

Parent Flows: Onboarding & Customizing Coping Skills

For the kids side of the app, I created a favorites flow in which user could access their favorite coping skills easily, and a coping skill flow which leads the users to a coping skill through the associated emotion page.

Children Flows: Favorites & Coping Skill

Site Map

Utilizing the structures of these flows and the necessary additional pages to make these flows work, I created this site map.

Illustrations

I collected graphics from Canva to represent each coping skill, eventually changing the colors of the images to fit with the color palette of the app (see Branding).

Using Figma, I created a collection of illustrations that were used across the app. Each emotion page features it's own unique cactus across a desert landscape.

Lastly, I created the egg icons which would represent each emotion.

From left to right: Angry, Insecure, Stressed, Frustrated, Sleepy, Sad, Worried, Bored

Branding

Accessibility

Before wireframing for this app, I decided...

  • Only tap actions required for the user flows children would use (mobility)
  • Screen reader access for those who are unable to read or are visually impaired (cognitive & visual)
  • Heavy of the visual information that would allow for easier understanding (cognitive)
  • Minimum of 44px click space (mobility)

Color Contrast was considered throughout the project, maintaining WCAG 2.1 AAA accessibility standards.

Prototype

Wireframes were created in Figma and refined through feedback cycles with mentors. The design changed significantly from first wireframe to final design.

The final high-fidelity prototype emphasized clarity, calmness, and accessibility through:

  • Nature-inspired colors and soft gradients for emotional warmth
  • Simple iconography that worked for non-readers
  • Gentle micro-interactions like floating leaves and breathing animations
  • WCAG AAA contrast compliance for visual accessibility

Each screen was designed to feel like a breath - slow, intentional, and affirming.

Test

Usability testing included 12 parents and 4 children completing three key tasks:

  1. Completing an emotion check-in
  2. Starting a breathing activity
  3. Viewing the parent dashboard

Key Insights

  • Children were able to independently complete check-ins without verbal instruction.
  • Parents appreciated the calm visual style and felt the app encouraged emotional conversation rather than correcting behavior.
  • The guided activities were described as “doable in real moments”.

No usability blockers were identified, only refinements to pacing and microcopy.

The Results

100% task success rate

Participants completed core flows without guidance.

100% parent adoption intent

All parents said they would use Wren regularly at home.

Replaced existing physical tools

Parents said Wren could take the place of charts, posters, and calm-down corners.

Independent child use

Children were able to check in and start calming activities on their own.

How I Grew as a Designer

I learned to design for emotional clarity and tone.

Creating Wren required thinking beyond usability and into how an interface feels. I had to consider pacing, color, language, and animation as emotional cues. This taught me how to build experiences that support calm, trust, and reflection rather than just task completion.

I strengthened my independent end-to-end design process.

As the sole designer, I led research, synthesis, prototyping, and usability testing myself. I learned how to define a problem space without existing structure and make confident decisions grounded in user insight, not guesswork or assumptions.

I deepened my approach to accessibility across diverse user needs.

Designing for non-readers, neurodiverse users, and caregivers meant accessibility was the core of the solution. I learned how to use visual hierarchy, pacing, and interaction design to create experiences that are easy to understand, emotionally supportive, and flexible across different developmental levels.

Wren

Helping little kids navigate big emotions
Role
UX Designer & Researcher
Sector
Pediatric Mental Health
YEAR
2021
Overview

About the Project

Wren is a mobile app concept designed to help children ages 6–10 learn emotional regulation through reflection, visualization, and parent-guided activities. The goal was to give families a positive way to navigate tough emotions—encouraging kids to identify what they feel, understand why, and explore healthy coping strategies.

This project was my capstone for  UX Design bootcamp. While it wasn’t created for a real company, I treated it like a live product—conducting real user research, defining goals, designing iteratively, and validating my ideas through usability testing with parents and children.

Growth and Challenges

Designing for children required balancing engagement and simplicity while maintaining emotional sensitivity and accessibility. The challenge was to build an experience that was visually intuitive for kids, informative for parents, and calming for both.


With no pre-existing data or users, I had to create the entire foundation (research plans, survey instruments, personas, and usability protocol) from scratch.

Team and My Role

I worked independently over eight weeks, completing every stage of the UX process: research, synthesis, wireframing, visual design, prototyping, and usability testing. This work was informed by my prior experience as a behavioral therapist supporting emotional learning for autistic children. Mentors provided critique checkpoints, but every decision was driven by my own research and validation.

The Impact

Wren demonstrated my ability to take an abstract problem (emotional regulation) and translate it into a tangible, testable digital solution. The process strengthened my confidence in mixed-methods research, accessibility-first design, and aligning tone and visuals to emotional goals.

My Process

Empathize

Competitive Analysis

Using the SWOT method, I analyzed the strengths, weaknesses, opportunities, and threats of three products; Mood Flip Book; My Moods, My Choices; and Thought Spot.

Key Insights

  • Too many emotions unnecessarily increases the cognitive load of the users
  • Users want to see all emotions at once, so they don't have to explore to find the one they're looking for
  • Users appreciate a large variety of coping skills and dislike redundant skills.

Survey & Interviews

I began by exploring how families currently approach emotional regulation. I conducted surveys with 72 parents and interviews with 7 caregivers to understand common challenges, routines, and pain points.

Key Insights

  • Parents often felt ill-equipped to help children calm down in emotional moments.
  • Kids responded best to visual, interactive experiences that helped them externalize their feelings.
  • Families valued emotional learning but struggled with consistency and follow-through.
  • Parents wanted tools that felt gentle, age-appropriate, and non-clinical; something kids would actually enjoy using.

Personas

From this research, I developed four representative personas to guide design decisions:

  • Felicia (Parent): Juggles work and caregiving; needs something her child can use independently but that still gives her meaningful insight.
  • Noah (Age 4): Low literacy and short attention span; relies on pictures and calm, short interactions.
  • Peyton (Age 7): Values autonomy; benefits from tools that give her privacy and choice.
  • Gabriel (Age 10): Neurodiverse; thrives with predictable pacing, simple visuals, and minimized sensory load.

These personas ensured the app’s tone, interactions, and accessibility features supported both children and caregivers in a shared emotional learning experience.

Define

User Stories

Based upon the information gathered above, I created 6 user stories - 3 for parent users and 3 for children users.

For Parents
  • As a parent user, I want the ability to edit the coping skills shown to my child so that I can get rid of ones that don't work for them, and add ones we know work.
  • As a parent user, I want to have access to my child's emotional trends so that I can have better insight into my child's emotional responses to experiences.
  • As a parent user, I want my kids to have separate accounts so that I can get separate information for each child's emotional trends.
For Children
  • As a child user, I want my most frequent coping skills highlighted so that I don't have to look through them all each time.
  • As a child user, I want coping skills that can be used outside of the app so that I can utilize them anywhere
  • As a child user, I want to be able to be read to so that I can use the app independently.

Ideate

Early brainstorming explored two distinct user flows: one for children, focused on emotion check-ins and reflection activities, and one for parents, focused on insights and progress tracking.

Using affinity mapping, I prioritized features that met both user groups’ needs:

  • Emotion check-in screen with friendly icons and colors
  • Guided breathing and grounding activities
  • Journaling feature for short reflections
  • Parent dashboard showing trends and encouraging conversation

User Flows

I created 4 user flows to satisfy the 6 user stories. For the parental side of things, I created an onboarding flow which addresses the screen reader function, access to emotional trends through email, and avatar selection which allows multiple children to use the app with separate profiles. Next I created a user flow for customizing coping skills.

Parent Flows: Onboarding & Customizing Coping Skills

For the kids side of the app, I created a favorites flow in which user could access their favorite coping skills easily, and a coping skill flow which leads the users to a coping skill through the associated emotion page.

Children Flows: Favorites & Coping Skill

Site Map

Utilizing the structures of these flows and the necessary additional pages to make these flows work, I created this site map.

Illustrations

I collected graphics from Canva to represent each coping skill, eventually changing the colors of the images to fit with the color palette of the app (see Branding).

Using Figma, I created a collection of illustrations that were used across the app. Each emotion page features it's own unique cactus across a desert landscape.

Lastly, I created the egg icons which would represent each emotion.

From left to right: Angry, Insecure, Stressed, Frustrated, Sleepy, Sad, Worried, Bored

Branding

Accessibility

Before wireframing for this app, I decided...

  • Only tap actions required for the user flows children would use (mobility)
  • Screen reader access for those who are unable to read or are visually impaired (cognitive & visual)
  • Heavy of the visual information that would allow for easier understanding (cognitive)
  • Minimum of 44px click space (mobility)

Color Contrast was considered throughout the project, maintaining WCAG 2.1 AAA accessibility standards.

Prototype

Wireframes were created in Figma and refined through feedback cycles with mentors. The design changed significantly from first wireframe to final design.

The final high-fidelity prototype emphasized clarity, calmness, and accessibility through:

  • Nature-inspired colors and soft gradients for emotional warmth
  • Simple iconography that worked for non-readers
  • Gentle micro-interactions like floating leaves and breathing animations
  • WCAG AAA contrast compliance for visual accessibility

Each screen was designed to feel like a breath - slow, intentional, and affirming.

Test

Usability testing included 12 parents and 4 children completing three key tasks:

  1. Completing an emotion check-in
  2. Starting a breathing activity
  3. Viewing the parent dashboard

Key Insights

  • Children were able to independently complete check-ins without verbal instruction.
  • Parents appreciated the calm visual style and felt the app encouraged emotional conversation rather than correcting behavior.
  • The guided activities were described as “doable in real moments”.

No usability blockers were identified, only refinements to pacing and microcopy.

The Results

100% task success rate

Participants completed core flows without guidance.

100% parent adoption intent

All parents said they would use Wren regularly at home.

Replaced existing physical tools

Parents said Wren could take the place of charts, posters, and calm-down corners.

Independent child use

Children were able to check in and start calming activities on their own.

How I Grew as a Designer

I learned to design for emotional clarity and tone.

Creating Wren required thinking beyond usability and into how an interface feels. I had to consider pacing, color, language, and animation as emotional cues. This taught me how to build experiences that support calm, trust, and reflection rather than just task completion.

I strengthened my independent end-to-end design process.

As the sole designer, I led research, synthesis, prototyping, and usability testing myself. I learned how to define a problem space without existing structure and make confident decisions grounded in user insight, not guesswork or assumptions.

I deepened my approach to accessibility across diverse user needs.

Designing for non-readers, neurodiverse users, and caregivers meant accessibility was the core of the solution. I learned how to use visual hierarchy, pacing, and interaction design to create experiences that are easy to understand, emotionally supportive, and flexible across different developmental levels.

Wren

Helping little kids navigate big emotions
Role
UX Designer & Researcher
Sector
Pediatric Mental Health
YEAR
2021
Overview

About the Project

Wren is a mobile app concept designed to help children ages 6–10 learn emotional regulation through reflection, visualization, and parent-guided activities. The goal was to give families a positive way to navigate tough emotions—encouraging kids to identify what they feel, understand why, and explore healthy coping strategies.

This project was my capstone for  UX Design bootcamp. While it wasn’t created for a real company, I treated it like a live product—conducting real user research, defining goals, designing iteratively, and validating my ideas through usability testing with parents and children.

Growth and Challenges

Designing for children required balancing engagement and simplicity while maintaining emotional sensitivity and accessibility. The challenge was to build an experience that was visually intuitive for kids, informative for parents, and calming for both.


With no pre-existing data or users, I had to create the entire foundation (research plans, survey instruments, personas, and usability protocol) from scratch.

Team and My Role

I worked independently over eight weeks, completing every stage of the UX process: research, synthesis, wireframing, visual design, prototyping, and usability testing. This work was informed by my prior experience as a behavioral therapist supporting emotional learning for autistic children. Mentors provided critique checkpoints, but every decision was driven by my own research and validation.

The Impact

Wren demonstrated my ability to take an abstract problem (emotional regulation) and translate it into a tangible, testable digital solution. The process strengthened my confidence in mixed-methods research, accessibility-first design, and aligning tone and visuals to emotional goals.

My Process

Empathize

Competitive Analysis

Using the SWOT method, I analyzed the strengths, weaknesses, opportunities, and threats of three products; Mood Flip Book; My Moods, My Choices; and Thought Spot.

Key Insights

  • Too many emotions unnecessarily increases the cognitive load of the users
  • Users want to see all emotions at once, so they don't have to explore to find the one they're looking for
  • Users appreciate a large variety of coping skills and dislike redundant skills.

Survey & Interviews

I began by exploring how families currently approach emotional regulation. I conducted surveys with 72 parents and interviews with 7 caregivers to understand common challenges, routines, and pain points.

Key Insights

  • Parents often felt ill-equipped to help children calm down in emotional moments.
  • Kids responded best to visual, interactive experiences that helped them externalize their feelings.
  • Families valued emotional learning but struggled with consistency and follow-through.
  • Parents wanted tools that felt gentle, age-appropriate, and non-clinical; something kids would actually enjoy using.

Personas

From this research, I developed four representative personas to guide design decisions:

  • Felicia (Parent): Juggles work and caregiving; needs something her child can use independently but that still gives her meaningful insight.
  • Noah (Age 4): Low literacy and short attention span; relies on pictures and calm, short interactions.
  • Peyton (Age 7): Values autonomy; benefits from tools that give her privacy and choice.
  • Gabriel (Age 10): Neurodiverse; thrives with predictable pacing, simple visuals, and minimized sensory load.

These personas ensured the app’s tone, interactions, and accessibility features supported both children and caregivers in a shared emotional learning experience.

Define

User Stories

Based upon the information gathered above, I created 6 user stories - 3 for parent users and 3 for children users.

For Parents
  • As a parent user, I want the ability to edit the coping skills shown to my child so that I can get rid of ones that don't work for them, and add ones we know work.
  • As a parent user, I want to have access to my child's emotional trends so that I can have better insight into my child's emotional responses to experiences.
  • As a parent user, I want my kids to have separate accounts so that I can get separate information for each child's emotional trends.
For Children
  • As a child user, I want my most frequent coping skills highlighted so that I don't have to look through them all each time.
  • As a child user, I want coping skills that can be used outside of the app so that I can utilize them anywhere
  • As a child user, I want to be able to be read to so that I can use the app independently.

Ideate

Early brainstorming explored two distinct user flows: one for children, focused on emotion check-ins and reflection activities, and one for parents, focused on insights and progress tracking.

Using affinity mapping, I prioritized features that met both user groups’ needs:

  • Emotion check-in screen with friendly icons and colors
  • Guided breathing and grounding activities
  • Journaling feature for short reflections
  • Parent dashboard showing trends and encouraging conversation

User Flows

I created 4 user flows to satisfy the 6 user stories. For the parental side of things, I created an onboarding flow which addresses the screen reader function, access to emotional trends through email, and avatar selection which allows multiple children to use the app with separate profiles. Next I created a user flow for customizing coping skills.

Parent Flows: Onboarding & Customizing Coping Skills

For the kids side of the app, I created a favorites flow in which user could access their favorite coping skills easily, and a coping skill flow which leads the users to a coping skill through the associated emotion page.

Children Flows: Favorites & Coping Skill

Site Map

Utilizing the structures of these flows and the necessary additional pages to make these flows work, I created this site map.

Illustrations

I collected graphics from Canva to represent each coping skill, eventually changing the colors of the images to fit with the color palette of the app (see Branding).

Using Figma, I created a collection of illustrations that were used across the app. Each emotion page features it's own unique cactus across a desert landscape.

Lastly, I created the egg icons which would represent each emotion.

From left to right: Angry, Insecure, Stressed, Frustrated, Sleepy, Sad, Worried, Bored

Branding

Accessibility

Before wireframing for this app, I decided...

  • Only tap actions required for the user flows children would use (mobility)
  • Screen reader access for those who are unable to read or are visually impaired (cognitive & visual)
  • Heavy of the visual information that would allow for easier understanding (cognitive)
  • Minimum of 44px click space (mobility)

Color Contrast was considered throughout the project, maintaining WCAG 2.1 AAA accessibility standards.

Prototype

Wireframes were created in Figma and refined through feedback cycles with mentors. The design changed significantly from first wireframe to final design.

The final high-fidelity prototype emphasized clarity, calmness, and accessibility through:

  • Nature-inspired colors and soft gradients for emotional warmth
  • Simple iconography that worked for non-readers
  • Gentle micro-interactions like floating leaves and breathing animations
  • WCAG AAA contrast compliance for visual accessibility

Each screen was designed to feel like a breath - slow, intentional, and affirming.

Test

Usability testing included 12 parents and 4 children completing three key tasks:

  1. Completing an emotion check-in
  2. Starting a breathing activity
  3. Viewing the parent dashboard

Key Insights

  • Children were able to independently complete check-ins without verbal instruction.
  • Parents appreciated the calm visual style and felt the app encouraged emotional conversation rather than correcting behavior.
  • The guided activities were described as “doable in real moments”.

No usability blockers were identified, only refinements to pacing and microcopy.

The Results

100% task success rate

Participants completed core flows without guidance.

100% parent adoption intent

All parents said they would use Wren regularly at home.

Replaced existing physical tools

Parents said Wren could take the place of charts, posters, and calm-down corners.

Independent child use

Children were able to check in and start calming activities on their own.

How I Grew as a Designer

I learned to design for emotional clarity and tone.

Creating Wren required thinking beyond usability and into how an interface feels. I had to consider pacing, color, language, and animation as emotional cues. This taught me how to build experiences that support calm, trust, and reflection rather than just task completion.

I strengthened my independent end-to-end design process.

As the sole designer, I led research, synthesis, prototyping, and usability testing myself. I learned how to define a problem space without existing structure and make confident decisions grounded in user insight, not guesswork or assumptions.

I deepened my approach to accessibility across diverse user needs.

Designing for non-readers, neurodiverse users, and caregivers meant accessibility was the core of the solution. I learned how to use visual hierarchy, pacing, and interaction design to create experiences that are easy to understand, emotionally supportive, and flexible across different developmental levels.

Wren

Helping little kids navigate big emotions
Role
UX Designer & Researcher
Sector
Pediatric Mental Health
YEAR
2021
Overview

About the Project

Wren is a mobile app concept designed to help children ages 6–10 learn emotional regulation through reflection, visualization, and parent-guided activities. The goal was to give families a positive way to navigate tough emotions—encouraging kids to identify what they feel, understand why, and explore healthy coping strategies.

This project was my capstone for  UX Design bootcamp. While it wasn’t created for a real company, I treated it like a live product—conducting real user research, defining goals, designing iteratively, and validating my ideas through usability testing with parents and children.

Growth and Challenges

Designing for children required balancing engagement and simplicity while maintaining emotional sensitivity and accessibility. The challenge was to build an experience that was visually intuitive for kids, informative for parents, and calming for both.


With no pre-existing data or users, I had to create the entire foundation (research plans, survey instruments, personas, and usability protocol) from scratch.

Team and My Role

I worked independently over eight weeks, completing every stage of the UX process: research, synthesis, wireframing, visual design, prototyping, and usability testing. This work was informed by my prior experience as a behavioral therapist supporting emotional learning for autistic children. Mentors provided critique checkpoints, but every decision was driven by my own research and validation.

The Impact

Wren demonstrated my ability to take an abstract problem (emotional regulation) and translate it into a tangible, testable digital solution. The process strengthened my confidence in mixed-methods research, accessibility-first design, and aligning tone and visuals to emotional goals.

My Process

Empathize

Competitive Analysis

Using the SWOT method, I analyzed the strengths, weaknesses, opportunities, and threats of three products; Mood Flip Book; My Moods, My Choices; and Thought Spot.

Key Insights

  • Too many emotions unnecessarily increases the cognitive load of the users
  • Users want to see all emotions at once, so they don't have to explore to find the one they're looking for
  • Users appreciate a large variety of coping skills and dislike redundant skills.

Survey & Interviews

I began by exploring how families currently approach emotional regulation. I conducted surveys with 72 parents and interviews with 7 caregivers to understand common challenges, routines, and pain points.

Key Insights

  • Parents often felt ill-equipped to help children calm down in emotional moments.
  • Kids responded best to visual, interactive experiences that helped them externalize their feelings.
  • Families valued emotional learning but struggled with consistency and follow-through.
  • Parents wanted tools that felt gentle, age-appropriate, and non-clinical; something kids would actually enjoy using.

Personas

From this research, I developed four representative personas to guide design decisions:

  • Felicia (Parent): Juggles work and caregiving; needs something her child can use independently but that still gives her meaningful insight.
  • Noah (Age 4): Low literacy and short attention span; relies on pictures and calm, short interactions.
  • Peyton (Age 7): Values autonomy; benefits from tools that give her privacy and choice.
  • Gabriel (Age 10): Neurodiverse; thrives with predictable pacing, simple visuals, and minimized sensory load.

These personas ensured the app’s tone, interactions, and accessibility features supported both children and caregivers in a shared emotional learning experience.

Define

User Stories

Based upon the information gathered above, I created 6 user stories - 3 for parent users and 3 for children users.

For Parents
  • As a parent user, I want the ability to edit the coping skills shown to my child so that I can get rid of ones that don't work for them, and add ones we know work.
  • As a parent user, I want to have access to my child's emotional trends so that I can have better insight into my child's emotional responses to experiences.
  • As a parent user, I want my kids to have separate accounts so that I can get separate information for each child's emotional trends.
For Children
  • As a child user, I want my most frequent coping skills highlighted so that I don't have to look through them all each time.
  • As a child user, I want coping skills that can be used outside of the app so that I can utilize them anywhere
  • As a child user, I want to be able to be read to so that I can use the app independently.

Ideate

Early brainstorming explored two distinct user flows: one for children, focused on emotion check-ins and reflection activities, and one for parents, focused on insights and progress tracking.

Using affinity mapping, I prioritized features that met both user groups’ needs:

  • Emotion check-in screen with friendly icons and colors
  • Guided breathing and grounding activities
  • Journaling feature for short reflections
  • Parent dashboard showing trends and encouraging conversation

User Flows

I created 4 user flows to satisfy the 6 user stories. For the parental side of things, I created an onboarding flow which addresses the screen reader function, access to emotional trends through email, and avatar selection which allows multiple children to use the app with separate profiles. Next I created a user flow for customizing coping skills.

Parent Flows: Onboarding & Customizing Coping Skills

For the kids side of the app, I created a favorites flow in which user could access their favorite coping skills easily, and a coping skill flow which leads the users to a coping skill through the associated emotion page.

Children Flows: Favorites & Coping Skill

Site Map

Utilizing the structures of these flows and the necessary additional pages to make these flows work, I created this site map.

Illustrations

I collected graphics from Canva to represent each coping skill, eventually changing the colors of the images to fit with the color palette of the app (see Branding).

Using Figma, I created a collection of illustrations that were used across the app. Each emotion page features it's own unique cactus across a desert landscape.

Lastly, I created the egg icons which would represent each emotion.

From left to right: Angry, Insecure, Stressed, Frustrated, Sleepy, Sad, Worried, Bored

Branding

Accessibility

Before wireframing for this app, I decided...

  • Only tap actions required for the user flows children would use (mobility)
  • Screen reader access for those who are unable to read or are visually impaired (cognitive & visual)
  • Heavy of the visual information that would allow for easier understanding (cognitive)
  • Minimum of 44px click space (mobility)

Color Contrast was considered throughout the project, maintaining WCAG 2.1 AAA accessibility standards.

Prototype

Wireframes were created in Figma and refined through feedback cycles with mentors. The design changed significantly from first wireframe to final design.

The final high-fidelity prototype emphasized clarity, calmness, and accessibility through:

  • Nature-inspired colors and soft gradients for emotional warmth
  • Simple iconography that worked for non-readers
  • Gentle micro-interactions like floating leaves and breathing animations
  • WCAG AAA contrast compliance for visual accessibility

Each screen was designed to feel like a breath - slow, intentional, and affirming.

Test

Usability testing included 12 parents and 4 children completing three key tasks:

  1. Completing an emotion check-in
  2. Starting a breathing activity
  3. Viewing the parent dashboard

Key Insights

  • Children were able to independently complete check-ins without verbal instruction.
  • Parents appreciated the calm visual style and felt the app encouraged emotional conversation rather than correcting behavior.
  • The guided activities were described as “doable in real moments”.

No usability blockers were identified, only refinements to pacing and microcopy.

The Results

100% task success rate

Participants completed core flows without guidance.

100% parent adoption intent

All parents said they would use Wren regularly at home.

Replaced existing physical tools

Parents said Wren could take the place of charts, posters, and calm-down corners.

Independent child use

Children were able to check in and start calming activities on their own.

How I Grew as a Designer

I learned to design for emotional clarity and tone.

Creating Wren required thinking beyond usability and into how an interface feels. I had to consider pacing, color, language, and animation as emotional cues. This taught me how to build experiences that support calm, trust, and reflection rather than just task completion.

I strengthened my independent end-to-end design process.

As the sole designer, I led research, synthesis, prototyping, and usability testing myself. I learned how to define a problem space without existing structure and make confident decisions grounded in user insight, not guesswork or assumptions.

I deepened my approach to accessibility across diverse user needs.

Designing for non-readers, neurodiverse users, and caregivers meant accessibility was the core of the solution. I learned how to use visual hierarchy, pacing, and interaction design to create experiences that are easy to understand, emotionally supportive, and flexible across different developmental levels.