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Arihant Jain

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JAS-MINE

Team

Natalia Repova (UX Designer)

Fasih Rehman (UX Researcher)

Arihant Jain (Product Designer)

Design Delivers

Process Booklet

Logo / Identity JAS-MINE
Mobile App UI
Graphics (static + interactive)
Memorabilia (t-shirts + canvas totes)

Brief

Bizz2youth was a  project involving participants from various European countries, 10 days workshop focused on applying design thinking to entrepreneurship, fostering interactive insights and creating business opportunities. Teams utilized the design thinking method to solve problems and develop innovative business ideas, resulting in the realization of many promising concepts.

Keywords

Service Design, Human-Centered Design, Brand Identities, UI design, Business Model

Project

Erasmus+ Project
Bizz2Youth- Creating Business Opportunities through Design Thinking & People-Centred Design Method.

Timeline

April - 2022- 10 days (Workshop) Riga, Latvia
then in Rome, Italy 30 Days (Iteration and Prototyping)

PROBLEM STATEMENT

Research Resultant- Conducted online surveys and secondary research, revealing that "Mental health issues among youth are a growing concern. The National Alliance on Mental Illness (NAMI) reports that 50% of all lifetime mental illnesses develop by age 14, and 75% develop by age 24"

10 Days Design Sprint in Riga, Latvia

To support the UN’s SDG 3 on health and well-being, our team, led by myself as the Product Designer, embarked on a 10-day design sprint focusing on mental health solutions for Gen Z and Millennials. Using a People-Centered Design approach, we tackled the challenge with the following steps:

Then 30 Days Post-Prototype and Iteration in Rome, Italy

Following the sprint, our journey continued in Rome, Italy, where we embarked on a 30-day post-prototype phase. me Arihant (UI & Visuals) collaborating with Fasih Rehman (UX Researcher) and with Natalia Repova (UX Designer), we refined our designs, incorporating advanced UX insights and conducting iterative improvements. This period of iteration and refinement was instrumental in elevating our solution to new height

THE PROCESS
CLICK HERE FOR DESIGN PROCESS BOOK

Human Centered Design

Hear (Discover and Understand)
Define the Users
Interview in context Mental Well Being
Observations
Empathy Maps
Problem Statements
Challenges & Opportunities
Persona

Create (Ideate and Prototype)

Initial Ideas

Mind Map

Competitive Analysis -

Competitive Insight’s

Card Sorting Idea Cards

Expectation Mapping

User Expectation & Solution Outcomes Create = Deliver

Final Proposal The Problem Statement The Solution Mission Statement Solution Components Expected Outcomes Building Brand JAS-MINE

Brand Idenities Logo

+Color Pallet

+Typography

+Visual Pathways

+Brand Voice

Logo Element

Logo Orientations & Variations

Prototype & Morphology

Information Architecture

User Flow

User Journey

UJ Before JAS-MINE

UJ -After JAS-MINE

Digital Wireframe

Hi-Fi Final Mockup

User Interface Design -

Functioning Screens

Memorabilia (Hoddies + canvas totes)

Deliver (Implement and Evaluate)

Service-Product Called JAS-MINE

Service Blueprint

Logo / Identities

Mobile App

Graphics (static + interactive)

Memorabilia (Hoddies + Stationery) Business Model Canvas

Implement Usability Testing

x Iterate

Secondary Research
  • Mental Health Statistics

  • Online Survey

  • Guerrilla Interviews

Business Feasibility
  • Business Model Canvas

  • Benchmarking Diagram 

THE PROCESS
CLICK HERE FOR DESIGN PROCESS BOOK

Human Centered Design

Hear (Discover and Understand)
Define the Users
Interview in context of
Design for Mental Well Being
Observations
Emapthy Maps
Problem Statements
Challenges & Opportunities
Persona

Create (Ideate and Prototype)

Initial Ideas

Mind Map

Competitive Analysis -

Competitive Insight’s

Card Sorting Idea Cards

Expectation Mapping

User Expectation & Solution Outcomes Create = Deliver

Final Proposal The Problem Statement The Solution Mission Statement Solution Components Expected Outcomes Building Brand JAS-MINE

Brand Idenities Logo

+Color Pallet

+Typography

+Visual Pathways

+Brand Voice

Logo Element

Logo Orientations & Variations

Prototype & Morphology

Information Architecture

User Flow

User Journey

UJ Before JAS-MINE

UJ -After JAS-MINE

Digital Wireframe

Hi-Fi Final Mockup

User Interface Design -

Functioning Screens

Memorabilia

(Hoddies + canvas totes)

Deliver (Implement and Evaluate)

Service-Product

Called JAS-MINE

Service Blueprint

Logo / Identities

Mobile App

Graphics (static + interactive)

Memorabilia (Hoddies + Stationery) Business Model Canvas

Implement Usability Testing

x Iterate

Secondary Research
  • Mental Health Statistics

  • Online Survey

  • Guerrilla Interviews

Business Feasibility
  • Business Model Canvas

  • Benchmarking Diagram 

THE PROCESS
CLICK HERE FOR DESIGN PROCESS BOOK

1
Secondary Research
  • Mental Health Statistics

  • Online Survey

  • Guerrilla Interviews

2
Human Centered Design

Hear (Discover and Understand)

Define the Users
Interview in context of
Design for Mental Well Being
Observations
Emapthy Maps
Problem Statements
Challenges & Opportunities
Persona

Create (Ideate and Prototype)

Initial Ideas

Mind Map

Competitive Analysis -

Competitive Insight’s

Card Sorting Idea Cards

Expectation Mapping

User Expectation & Solution Outcomes Create = Deliver

Final Proposal The

Brand Idenities Logo

+Color Pallet

+Typography

+Visual Pathways

+Brand Voice

Logo Element

Logo Orientations & Variations

Prototype & Morphology

Information Architecture

User Flow User Journey

Before JAS-MINE

User Journey After JAS-MINE

Digital Wireframe

Hi-Fi Final Mockup

User Interface Design -

Functioning Screens

Memorabilia (Hoddies + canvas totes)

Deliver (Implement and Evaluate)

Service-Product Called JAS-MINE

Service Blueprint

Logo / Identities

Mobile App

Graphics (static + interactive)

Memorabilia (Hoddies + Stationery) Business Model Canvas

Implement Usability Testing

x Iterate

3
Business Feasibility
  • Business Model Canvas

  • Competitive Analysis

  • Benchmarking Diagram 

RESERACH & INSIGHTS

Crucial Mental Health

Generation Z

  • A survey by the American Psychological Association found that members of Generation Z report the worst mental health of any generation.

  • The National Institute of Mental Health reports that rates of major depressive episodes among adolescents have increased by more than 60% between 2009 and 2017, with the largest increases seen among teenage girls.

  • According to a report by the American College Health Association, over 60% of Generation Z college students said they had experienced overwhelming anxiety in the past year.

Millennials

  • Millennials report high levels of stress related to financial concerns, career pressures, and societal expectations. A survey by the American Psychological Association found that money and work are significant sources of stress for Millennials.

  • The Blue Cross Blue Shield Association reports that rates of major depression among Millennials have increased by 31% from 2014 to 2017, with the sharpest increase among young men.

Baby Boomers

  • While mental health issues may be less prevalent among Baby Boomers compared to younger generations, they still face challenges such as loneliness and social isolation, which can impact mental well-being.

  • The Substance Abuse and Mental Health Services Administration reports that depression rates among Baby Boomers are on the rise, particularly among women in this age group.

  1. Global Burden: According to the World Health Organization (WHO), depression is the leading cause of disability worldwide, affecting over 264 million people.

  2. Economic Impact: Mental health conditions, including depression and anxiety, cost the global economy an estimated $1 trillion in lost productivity each year, as reported by the WHO.

  3. Workplace Impact: In the workplace, mental health issues contribute to absenteeism, presenteeism, and reduced productivity. Research by the American Psychiatric Association suggests that untreated mental illness costs the U.S. economy $193.2 billion in lost earnings per year.

  4. Suicide Rates: Suicide is a tragic outcome of untreated mental health conditions. Approximately 800,000 people die by suicide each year, according to the WHO, making it the second leading cause of death among individuals aged 15-29 globally.

  5. Youth Mental Health: Mental health issues among youth are a growing concern. The National Alliance on Mental Illness (NAMI) reports that 50% of all lifetime mental illnesses develop by age 14, and 75% develop by age 24.

Survey Insights

After our quantitative  research we decided to conduct a survey with the title “Mental well-being survey”. The survey had a total of 15 questions, they were divided into four different categories. As per those categories the users were directed as per their response as users who have practiced meditation before, users who want to practice mediation and users who are not sure whether they have practiced it or not practiced, and then there was a category for the users who have never practiced meditation before.

The survey got around 60 responses from people falling under the age group 16 to 50 years old. for more checkout design process book

HMW- How Might We Features Idea Cards

Development Process- Applied Human-Centered Design Method 

Hear (Discover and Understand) Define the Users Interview in context Mental Well Being, Observations, Empathy Maps Problem Statements, Challenges & Opportunities, Persona

Create (Ideate and Prototype) Initial Ideas, Mind Map, Competitive Analysis, Competitive Insight’s, Card Sorting Idea Cards

Expectation Mapping, User Expectation & Solution Outcomes.

FINAL CONCEPT - THE SERVICE

JAS-MINE
Your Mental Well Being

Unveiling the "JAS-MINE" mobile app, your holistic mental well-being partner. Core features encompass guided meditation, direct therapist calls, non-judgmental emotional support via calls, and the ZEN Store, which offers a range of well-being products. An integrated solution catering to all aspects of mental wellness.

Value Propositions and Unique Selling Points of Jasmine

Non-Judgmental Emotional Support: "Get emotional support without fear of judgments. With Jasmine, you can make an instant call to an unknown individual and express yourself freely, knowing you'll be met with empathy and understanding."

ZEN Store - Your Mental Well-Being Marketplace: "Discover tranquility at your fingertips with Jasmine's ZEN Store. Explore a curated selection of mental well-being products, from meditation aids to self-care essentials, ensuring you find the tools you need to nurture your mind."

Curated Meditation and Yoga Sessions: "Embark on a journey of self-discovery and inner peace with Jasmine's curated meditation and yoga sessions. Dive into transformative practices designed to enhance your mental well-being, while also having fun along the way!"

Direct Therapist Calls and Community Engagement: "Prioritize your mental health with Jasmine's direct therapist calls and vibrant community. Gain access to professional support and join like-minded individuals on a shared journey towards mental wellness, all within the comfort of our supportive environment."

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HI-FI PROTOTYPE

High Fidelity Prototype

Splash Screen - Introduction - 07- Login with an Email - Create an Account and Login, Selections -Choose your Mental State -Meditation Sessions, Call to your Therapist, Emotional Support- Make an Unknome’s Call, Zen Store, Community Connects 

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01 Splash Screen

02- Introduction

03- Intro

04 Intro

05 Intro

06 Intro

07- Login with an Email

08- Login

09- Sign Up

10 - Selections -Choose your Mental State

11- Inputs- More Interested In

12- Curation

13 - Home Screen

14 - Home Screen- Various Interactions

15- Emotional Support-

Make an Unknome’s Call

16- Output- About Your Personal Profile

17 - Session Start Now

18 - About Tools

19 - Outputs

20- Personalize Profile Outputs- Mood

21 - Healing Player

22 - While Playing

24 - Personalize Profile Outputs

25 - Personalize Profile Outputs

26 -Zen Store -Product Pop Up Interactions

27 -Products Listings

28 -Product Descriptions

Art Gallery Profile

Home Screen

Home Screen Interactions 

Home Screen Interactions 

Like The Artwork Through Star Rating - Authentic Style, Social Impact, Creativity, Skills

Artlover Profile

Artlover Profile Who Bought Some Artworks

Artist Profile

Artist Profile 

Artist Profile+ Buyer

Art Collector + Golden Buyers

KEY LEARNINGS

Learnings
  • Leadership as a Product Designer: Leading the design process, I ensured our project met user needs and business goals.

  • User-Centered Design: I learned the importance of focusing on user needs in service design.
    Data-Driven Insights: We recognized the importance of using user data to improve content and recommendations.
    Continuous Improvement: I acknowledged the necessity of ongoing updates based on user feedback.
    Impact Measurement: I appreciated the ability to measure the app’s effect on stress, anxiety, and sleep.
    Communication, Collaboration, and Teamwork: I experienced how essential communication, collaboration, and teamwork are in solving problems effectively.

Impact & Outcomes

Empowering Mental Well-Being with Jas-mine

 

  1. Empowered Individuals: Users will feel empowered as they manage stress, anxiety, and other challenges with effective tools.

  2. Positive Habit Formation: Habit-building features will help users establish routines that enhance their mental health.

  3. Connected Community: Jas-mine will create an online community for sharing experiences, providing support, and fostering belonging.

  4. Access to Professional Help: Users can access licensed therapists through virtual counseling, bridging the gap in mental health services.

  5. Global Contribution: Aligning with the UN’s SDG 3, Jas-mine will support global efforts to ensure health and well-being for all.

SPECIAL THANKS

Special thanks to facilitator Ivana Pursuit for her profound mentorship and unwavering support in navigating Business through Design Thinking.

My heartfelt appreciation extends to the entire Bizz2Yoth administration team for their extraordinary guidance and expert counsel. I would like to extend my gratitude to

Fasih Rehman (UX Researcher) & Natalia Repova (UX Designer) for collaboration in the UX part, bringing in valuable insights that have had a significant impact

Additionally, I express gratitude to all interview and survey participants, as well as other teams, for their invaluable insights and support.

Together, we have embarked on a transformative journey, and I am deeply thankful for the opportunity to learn and grow with such remarkable individuals.

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Thank You

JAS-MINE

Keywords

Service Design, Human-Centered Design, Brand Identities, UI design, Business Model

Project

Erasmus+ Project
Bizz2Youth- Creating Business Opportunities through Design Thinking & People-Centred Design Method.

Timeline

April - 2022- 10 days (Workshop) Riga, Latvia
then in Rome, Italy 30 Days (Iteration and Prototyping)

Team

Natalia Repova (UX Designer)

Fasih Rehman (UX Researcher)

Arihant Jain (Product Designer)

Design Delivers

Process Booklet

Logo / Identity JAS-MINE
Mobile App UI
Graphics (static + interactive)
Memorabilia (t-shirts + canvas totes)

Brief

Bizz2youth was a  project involving participants from various European countries, 10 days workshop focused on applying design thinking to entrepreneurship, fostering interactive insights and creating business opportunities. Teams utilized the design thinking method to solve problems and develop innovative business ideas, resulting in the realization of many promising concepts.

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