Onebreathe - VR Mindfulness for the International Student

Timeline

Jul - Aug 2024

Rules

UX/UI designer

UX Researcher


Skills

Interaction Design



Prototyping



Wireframe
Concepting

Tools

Figma
Photoshop

Overview

"Make your physical health and mental well-being a priority."


While universities highlight student health as a priority, they face a critical question about students' ability to access health services in their busy schedules. Are students open to sharing their struggles with mental health? International students frequently avoid help-seeking behavior due to language barriers, cultural differences, and mental health stigma.


The project evaluates how domestic and international students perceive a VR mindfulness application designed to decrease stress and improve quality of life through meditation exercises. The app aims to support student well-being by addressing the unique challenges undergraduate and international students face, including linguistic and cultural barriers, to create an accessible and inclusive solution.

What I Learn

Through this project, I learned the importance of designing a clean and clutter-free interface to enhance navigation and improve user experience. By streamlining the app’s layout, users found it easier to access essential features, resulting in improved usability. Additionally, I discovered that incorporating personalization and customization options significantly boosted user engagement, demonstrating the impact of tailored experiences in enhancing user satisfaction.

Researh

Identifying Problem

In recent years, there has been a notable rise in the number of undergraduate students experiencing mental health difficulties. Particularly impacted are international students, who must contend with issues like language hurdles, cultural acclimatization, and little parental support. These difficulties affect their academic performance and general well-being.



The objective of this project is to assess the VR mindfulness and meditation app's usability and user experience in order to assist both domestic and foreign students in lowering stress levels and enhancing their quality of life. The project aims to give students easily accessible and interesting mental health services through the use of Extended Reality (XR) technologies.

What is the solution?

Real-Time Accuracy

Provide reliable, real-time updates on flight statuses, gate changes, and delays to build trust with users

Real-Time Accuracy

Provide reliable, real-time updates on flight statuses, gate changes, and delays to build trust with users

Enhanced User Experience

Design a clean, intuitive interface for quick access to essential features like maps, boarding info, and check-ins.

Enhanced User Experience

Design a clean, intuitive interface for quick access to essential features like maps, boarding info, and check-ins.

Comprehensive Features

Integrate functionalities like security wait times, baggage tracking, parking options, and lounge information.

Comprehensive Features

Integrate functionalities like security wait times, baggage tracking, parking options, and lounge information.

What is this VR App?

This project aims to develop an Extended Reality (XR) solution with a focus on Virtual Reality (VR) to facilitate mindfulness and meditation practices for undergraduate students. By providing a controlled and immersive environment, VR serves as an effective tool for mental health interventions, offering a guided and engaging experience that enhances relaxation and stress management.

Define
User Flow
Our user flow provides a detailed visual representation of the steps a user takes when interacting with Onebreath.

1. User Flow: Guides users from account creation to session participation, offering customization and support options.

  1. New User Introduction:

  • Provides tutorials and guidance on app functionality.

  • Reduces learning time and difficulty.

  • Enhances navigation efficiency and user satisfaction.

Target Audience

We are focusing on both domestic and international students who face challenges. To better understand their experiences, we are using a user journey map to analyze their needs, pain points, and opportunities for improvement from both perspectives.

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

International Student

  • Language Barrier

  • Cultural Relevance

  • Balancing Financial Stress

  • Cultural Adjustment

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

Domestic Student

  • Time Commitment

  • Privacy Concerns

  • Device Storage

  • Exam Preparation

Design

Low-Fidelity Prototype

This app is:

A Guided VR Mindfulness Experience – Provides structured meditation sessions tailored for students facing stress and anxiety.

Customizable & Personalized – Users can adjust session durations, backgrounds, and sounds to create their ideal meditation space.

This app is not:

Just a Wellness Tool – Aims to reduce mental health stigma by making mindfulness engaging, interactive, and culturally inclusive.

After designing the initial low-fidelity prototypes, we formed interview questions that would help us iterate our idea.

Methodology

Participants

This study involves undergraduate students at the University of Waterloo experiencing stress and willing to engage in VR-based mindfulness activities.

Research

Using VR headsets, Figma, questionnaires, and Excel for data analysis, the research includes interviews, focus groups, and observations to assess behaviors and motivations.

Data Analysis

Participants will engage in guided meditation and virtual mindfulness exercises. Data will be analyzed through thematic and statistical methods, ensuring ethical standards with informed consent, privacy protection, and support for any discomfort.

Design System

Tone & voice: Friendly, calming, easygoing, encouraging.
UX Considerations: Button sizes, color contrast, visual hierarchy, low screen movement to lessen motion sickness.

HighFiedlity Prototype

Accessibility

Added navigation tutorial, session timing options, and improved typography for better readability.

Customization

Introduced background selection, custom sound integration, and activity notifications for a personalized experience.

Font

Enhanced typography, spacing, and contrast for a more intuitive and visually polished interface.

Case Studies

Case Studies

Premium UX Template for Framer

Okit

Product Design Challenge

Premium UX Template for Framer

Okit

Product Design Challenge

Onebreathe - VR Mindfulness for the International Student

Onebreathe - VR Mindfulness for the International Student

Timeline

Jul - Aug 2024

Rules

UX/UI designer

UX Researcher


Skills

Interaction Design



Prototyping



Wireframe
Concepting

Tools

Figma
Photoshop

Overview

"Make your physical health and mental well-being a priority."


While universities highlight student health as a priority, they face a critical question about students' ability to access health services in their busy schedules. Are students open to sharing their struggles with mental health? International students frequently avoid help-seeking behavior due to language barriers, cultural differences, and mental health stigma.


The project evaluates how domestic and international students perceive a VR mindfulness application designed to decrease stress and improve quality of life through meditation exercises. The app aims to support student well-being by addressing the unique challenges undergraduate and international students face, including linguistic and cultural barriers, to create an accessible and inclusive solution.

What I Learn

Through this project, I learned the importance of designing a clean and clutter-free interface to enhance navigation and improve user experience. By streamlining the app’s layout, users found it easier to access essential features, resulting in improved usability. Additionally, I discovered that incorporating personalization and customization options significantly boosted user engagement, demonstrating the impact of tailored experiences in enhancing user satisfaction.

Timeline

Jul - Aug 2024

Rules

UX/UI designer

UX Researcher

Quantitative Analysis


Skills

Interaction Design



Prototyping



Wireframe
Concepting

Tools

Figma
Photoshop

Overview

"Make your physical health and mental well-being a priority."


While universities highlight student health as a priority, they face a critical question about students' ability to access health services in their busy schedules. Are students open to sharing their struggles with mental health? International students frequently avoid help-seeking behavior due to language barriers, cultural differences, and mental health stigma.


The project evaluates how domestic and international students perceive a VR mindfulness application designed to decrease stress and improve quality of life through meditation exercises. The app aims to support student well-being by addressing the unique challenges undergraduate and international students face, including linguistic and cultural barriers, to create an accessible and inclusive solution.

What I Learn

Through this project, I learned the importance of designing a clean and clutter-free interface to enhance navigation and improve user experience. By streamlining the app’s layout, users found it easier to access essential features, resulting in improved usability. Additionally, I discovered that incorporating personalization and customization options significantly boosted user engagement, demonstrating the impact of tailored experiences in enhancing user satisfaction.

Researh

Identifying Problem

In recent years, there has been a notable rise in the number of undergraduate students experiencing mental health difficulties. Particularly impacted are international students, who must contend with issues like language hurdles, cultural acclimatization, and little parental support. These difficulties affect their academic performance and general well-being.



The objective of this project is to assess the VR mindfulness and meditation app's usability and user experience in order to assist both domestic and foreign students in lowering stress levels and enhancing their quality of life. The project aims to give students easily accessible and interesting mental health services through the use of Extended Reality (XR) technologies.

What is the solution?

Creating engaging, sensory-rich environments to help students practice mindfulness.

XR Technologies for Mindfulness

Offering guided meditation sessions in customizable virtual spaces to enhance relaxation.

VR Meditation Experiences

Providing stress management tools tailored to students’ needs, improving their overall well-being.

VR for Mental Health Support

What is this VR App?

This project aims to develop an Extended Reality (XR) solution with a focus on Virtual Reality (VR) to facilitate mindfulness and meditation practices for undergraduate students. By providing a controlled and immersive environment, VR serves as an effective tool for mental health interventions, offering a guided and engaging experience that enhances relaxation and stress management.

Define
User Flow
Our user flow provides a detailed visual representation of the steps a user takes when interacting with Onebreath.

1. User Flow: Guides users from account creation to session participation, offering customization and support options.

  1. New User Introduction:

  • Provides tutorials and guidance on app functionality.

  • Reduces learning time and difficulty.

  • Enhances navigation efficiency and user satisfaction.

Target Audience

We are focusing on both domestic and international students who face challenges. To better understand their experiences, we are using a user journey map to analyze their needs, pain points, and opportunities for improvement from both perspectives.

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

International Student

  • Language Barrier

  • Cultural Relevance

  • Balancing Financial Stress

  • Cultural Adjustment

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

Domestic Student

  • Time Commitment

  • Privacy Concerns

  • Device Storage

  • Exam Preparation

Design

Low-Fidelity Prototype

This app is:

A Guided VR Mindfulness Experience – Provides structured meditation sessions tailored for students facing stress and anxiety.

Customizable & Personalized – Users can adjust session durations, backgrounds, and sounds to create their ideal meditation space.

This app is not:

Just a Wellness Tool – Aims to reduce mental health stigma by making mindfulness engaging, interactive, and culturally inclusive.

After designing the initial low-fidelity prototypes, we formed interview questions that would help us iterate our idea.

Methodology

Participants

This study involves undergraduate students at the University of Waterloo experiencing stress and willing to engage in VR-based mindfulness activities.

Research

Using VR headsets, Figma, questionnaires, and Excel for data analysis, the research includes interviews, focus groups, and observations to assess behaviors and motivations.

Data Analysis

Participants will engage in guided meditation and virtual mindfulness exercises. Data will be analyzed through thematic and statistical methods, ensuring ethical standards with informed consent, privacy protection, and support for any discomfort.

Design System

Tone & voice: Friendly, calming, easygoing, encouraging.
UX Considerations: Button sizes, color contrast, visual hierarchy, low screen movement to lessen motion sickness.

HighFiedlity Prototype

Accessibility

Added navigation tutorial, session timing options, and improved typography for better readability.

Customization

Introduced background selection, custom sound integration, and activity notifications for a personalized experience.

Font

Enhanced typography, spacing, and contrast for a more intuitive and visually polished interface.

Case Studies

Premium UX Template for Framer

Okit

Product Design Challenge

In recent years, there has been a notable rise in the number of undergraduate students experiencing mental health difficulties. Particularly impacted are international students, who must contend with issues like language hurdles, cultural acclimatization, and little parental support. These difficulties affect their academic performance and general well-being.



The objective of this project is to assess the VR mindfulness and meditation app's usability and user experience in order to assist both domestic and foreign students in lowering stress levels and enhancing their quality of life. The project aims to give students easily accessible and interesting mental health services through the use of Extended Reality (XR) technologies.

What is this VR App?

Researh

Identifying Problem

This project aims to develop an Extended Reality (XR) solution with a focus on Virtual Reality (VR) to facilitate mindfulness and meditation practices for undergraduate students. By providing a controlled and immersive environment, VR serves as an effective tool for mental health interventions, offering a guided and engaging experience that enhances relaxation and stress management.

What is the solution?

Creating engaging, sensory-rich environments to help students practice mindfulness.

XR Technologies for Mindfulness

Creating engaging, sensory-rich environments to help students practice mindfulness.

XR Technologies for Mindfulness

Offering guided meditation sessions in customizable virtual spaces to enhance relaxation.

VR Meditation Experiences

Offering guided meditation sessions in customizable virtual spaces to enhance relaxation.

VR Meditation Experiences

Providing stress management tools tailored to students’ needs, improving their overall well-being.

VR for Mental Health Support

Providing stress management tools tailored to students’ needs, improving their overall well-being.

VR for Mental Health Support

Target Audience

Define

User Flow

Our user flow provides a detailed visual representation of the steps a user takes when interacting with Onebreath.

1. User Flow: Guides users from account creation to session participation, offering customization and support options.

  1. New User Introduction:

  • Provides tutorials and guidance on app functionality.

  • Reduces learning time and difficulty.

  • Enhances navigation efficiency and user satisfaction.

We are focusing on both domestic and international students who face challenges. To better understand their experiences, we are using a user journey map to analyze their needs, pain points, and opportunities for improvement from both perspectives.

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

International Student

  • Language Barrier

  • Cultural Relevance

  • Balancing Financial Stress

  • Cultural Adjustment

Common Struggles:

  • Information Overload

  • Concerns About the App's Value

  • Technical Issues

  • Difficulty Maintaining Consistency

  • Need for Clear Instructions

Different Struggles:

Domestic Student

  • Time Commitment

  • Privacy Concerns

  • Device Storage

  • Exam Preparation

Design

Low-Fidelity Prototype

This app is:

A Guided VR Mindfulness Experience – Provides structured meditation sessions tailored for students facing stress and anxiety.

Customizable & Personalized – Users can adjust session durations, backgrounds, and sounds to create their ideal meditation space.

This app is not:

Just a Wellness Tool – Aims to reduce mental health stigma by making mindfulness engaging, interactive, and culturally inclusive.

After designing the initial low-fidelity prototypes, we formed interview questions that would help us iterate our idea.

Methodology

Participants

This study involves undergraduate students at the University of Waterloo experiencing stress and willing to engage in VR-based mindfulness activities.

Research

Using VR headsets, Figma, questionnaires, and Excel for data analysis, the research includes interviews, focus groups, and observations to assess behaviors and motivations.

Data Analysis

Participants will engage in guided meditation and virtual mindfulness exercises. Data will be analyzed through thematic and statistical methods, ensuring ethical standards with informed consent, privacy protection, and support for any discomfort.

Design System

Tone & voice: Friendly, calming, easygoing, encouraging.
UX Considerations: Button sizes, color contrast, visual hierarchy, low screen movement to lessen motion sickness.

HighFiedlity Prototype

Accessibility

Added navigation tutorial, session timing options, and improved typography for better readability.

Customization

Introduced background selection, custom sound integration, and activity notifications for a personalized experience.

Font

Enhanced typography, spacing, and contrast for a more intuitive and visually polished interface.

Case Studies

Case Studies

Okit

Product Design Challenge

Okit

Product Design Challenge