Bridging Wellness & Fandom

0-1 design of Anime Self-Care, a mental health & wellness platform that empowers users to improve their lives through anime.

Role

Product Designer

Team

3 Product Designers, 3 Developers, 1 Project Manager

Timeline

15 months

Tools

Figma, Zeplin, Slack, Miro, Zoom, Gather
The Context

For 1 in 3 anime fans, it’s more than just entertainment—it’s a lifeline. Yet, traditional mental health tools often feel disconnected from the medium they love, leaving fans less engaged and stuck in negative cycles.

Seeing this gap, the founders of Anime For Humanity (AFH) created a nonprofit to make mental health support make mental health support more relatable through anime.

A screenshot of an interactive breathing exercise, part of the Anime Self Care app
Our Challenge

From in-person outreach to digital: Bringing Anime Self-Care online

AFH wanted to broaden its impact, and that’s where our team came in. Our mission? Build a personalized wellness platform, rooted in anime, so fans can stay engaged and find support wherever they are.

Objectives

  • Help anime fans build lasting positive habits through interactive, anime-themed self-care guidance.
  • Reduce stigma around seeking help by integrating anime narratives into mental health support.
A Peek at The Solution

Proven wellness strategies—harnessing the spirit of Anime

Screenshot of Find A Therapist feature
Connect with therapists who share your passion

Match with licensed mental health professionals who not only understand your struggles but also share your love for anime, making therapy feel safe, relatable, and less intimidating.

Transform self-care into anime-inspired adventures

Turn wellness practices into interactive, anime-inspired ‘trainings’ tailored to you, making building healthy habits engaging, relatable, and fun.

Reflect, regulate, and connect through anime

Practice emotional regulation through guided anime reflections, then share your journey with a supportive community of fellow fans to build connection and belonging.

Impact at a Glance

500+ sign-ups within the first four months
Inspired partnerships with licensed mental health professionals
Majority of users reported a significant reduction in stress levels
Launched a successful MVP that built a community of 800+ anime fans

My impact

"I can't say enough good things about Emily’s skills and the impact she had on our project. She really understood the anime community's world, their struggles, and what they needed in an app. The wireframes and prototypes she came up with were spot on. They shaped the whole direction of the app and it set a strong foundation for the development team to build upon"
- Michael Amador (Project Manager)
Discovery

Digging deeper into the problem space

Secondary Research

Understanding the anime/mental wellness connection

As a novice in anime culture, it was important for me to first delve into the literature and existing surveys/quotes provided by AFH, to gain a better understanding of this domain and how it intersects with mental wellness.

Key Findings

Stigma and isolation in niche interests

Hardcore anime fans can experience isolation and increased mental health risks due to the difficulty in finding like-minded peers and the stigma associated with anime fandom.

Source of community and belonging

Anime's global community offers a sense of belonging and social connection. Fans bond over shared interests and support each other, which is immensely beneficial for mental well-being.

Themes of resilience and growth

Many stories focus on themes of resilience, personal growth, and overcoming adversity, which is often inspiring and empowering for fans struggling with their mental health.

Therapeutic tool

Anime is utilized in some types of therapy, especially when clients are fans of the genre. It can be a medium for exploring emotions, discussing difficult topics, or building rapport.

Interviews

How do anime fans currently manage their mental wellness?

We conducted 20+ semi-structured interviews with anime fans who are currently struggling with, or working to improve, their mental wellness.

Our Big Three

The 3 most important things we wanted to learn:

  • How anime has affected their life
  • What they have tried in the past to improve their mental wellness
  • What worked the best and what has interfered with success

Key Findings

Anime helps them cope

We found anime fans not only use anime as a coping mechanism but are also intentional about their viewing choices. They select specific anime to find solace, escape, or emotional support.

They find 'their tribe'

Many individuals mentioned that they turn to online platforms and anime events to find their community, places where they can truly be themselves and forge lasting friendships.

Difficulty gaining traction

Participants understand the negative impact of their unhealthy habits, but struggle to change, often due to limited support or knowledge, stress, or inconsistency in routines.

Generic or costly solutions

Hardcore anime fans we spoke to were less likely to stay engaged with solutions that required a monetary subscription or didn't incorporate their interests.

"I have a major mental disorder and anime gets me through each night. I can forget about my problems at least until I stop watching"
"Welcome to the NHK helped me with finding the motivation to keep applying for jobs and not just stay home after graduating"
"...having anime characters with similar stories I could relate to gave me hope to keep going and helped me realize that the rough times will pass"
- Anonymous participants
Persona Development

Consolidating insights to define our target audience

A young man smiling in an anime convention, with a speech bubble above "I just want to feel better"
Gavin at the Anime Expo convention

The Early Adopter

Gavin is a 22-year-old introvert with a deep passion for anime, self-identifying as an 'Otaku'.

Otaku is a Japanese word that roughly translates to “nerd” or “geek.” In Japan it implies that someone doesn’t have a social life because of an obsessive hobby (often anime/manga). In the US the connotation of “otaku” is less negative, and often hardcore anime fans in the US refer to themselves as an otaku.

Needs

  • To feel like he is making progress
  • Support and encouragement from like-minded people
  • Education on how to care for his mental wellness

Pain Points

  • Unhealthy habits (e.g., irregular sleep schedule)
  • Surface level knowledge of mental health
  • Current apps on the market don’t “speak” to him
  • Most useful apps on the market are generic or require subscription

The problem defined

Many anime enthusiasts feel isolated, facing unique mental health challenges exacerbated by a lack of support. This results in a self-perpetuating negative feedback loop. There's a need to clarify the benefits of self-care, offer tailored actionable tools, and replace the negative cycle with a supportive, positive feedback loop.

Product Goals

Finding the sweet spot between user needs and AFH's goals

Now that we had a clearer view of our target audience's needs, we were able to identify where they overlapped with AFH's goals.

User needs and AFH's goals in a Venn Diagram
We found 3 key areas where user needs and AFH's goals align:
01
Tailored self-care guidance
02
Progress tracking & rewards
03
Match users with therapists

To create a simple prototype that delivers maximum value and helps us assess product-market fit, we narrowed our focus to features that help users experience the benefits of self-care and feel accomplished. Getting this right first could make the idea of reaching out to a therapist less intimidating down the line.

Competitive Analysis

A look at how the popular players approach self-care routines

We looked at the top-ranking ‘self-care’ apps and identified a common feature offering that centered around habit formation. I paid particular attention to how they applied gamification and behavioral science principles, and how their feature offerings align with our target audience's needs.

Fabulous app icon
Fabulous
Shmoody app icon
Shmoody
Finch app icon
Finch
Habitica app icon
Habitica
Key Findings

Incremental approach

Users are provided with the option to set small, daily tasks that contribute to their overall goals. Beginning with small steps builds momentum and is an effective way to foster habit formation.

Story arcs

Users embark on a journey within the app, where self-care activities are framed as missions or quests. This narrative-driven approach immerses users in a storyline, promoting engagement.

The gap

Existing apps lack personalized content that resonates with niche interests, like anime.

Our opportunity

How Might We present the ritual of building habits by doing tasks in a fun, actionable, and engaging way that truly resonates with our target audience?

Design goals

Playful

Inject a dose of the fun anime spirit into our user's journey

Prescriptive

Give users a clear path and actionable steps to achieve their goals

Personalized

Cater to the unique needs of each user, making them feel seen and understood
Strategy

Laying the groundwork

HMW

Defining MVP features

To kickstart our ideation phase, we facilitated a cross-functional 'How Might We' workshop, bringing together the expertise of both design and development teams. Our goal was to brainstorm features that address our core hypothesis.

Hypothesis: We believe that by helping users develop healthy habits and achieve their goals, we can improve their mental wellness.
From this workshop we outlined four key features for our MVP:
01
Onboarding Questionnaire

Users will be led through a series of questions to better understand their needs.

02
Self-Care Recommendations

Based off answers to the onboarding questionnaire, users receive self-care recommendations.

03
Avatar Creator

Users create the character that represents the protagonist of their self-care journey.

04
Progress Tracking + Rewards

Users receive achievements when completing habits and can track their progress over time.

Task Flow

Mapping the MVP experience

Our strategy involved unveiling a prototype at the NYC Anime Convention to conduct real-time concept testing among a large population of our target audience.

I outlined the happy path to illustrate the user's journey within the app, guiding users to a stress-reducing exercise during the high-energy, and overwhelming, environment of an anime convention.

Young man posing with friends during an anime convention
Gavin needs a way to reduce his stress during the hectic con
The MVP task flow

Success metrics: at least 60% of participants report feeling less stressed after engaging in the activity, and at least 50% of participants express interest in doing the activity again.

Sketches

Getting creative with crazy 8s

With the defined the MVP criteria and flow, the design team began sketching out the vision. We conducted a crazy 8 exercise for each feature to get our creative juices flowing and arrived at a consensus about which ideas we'd base the wireframes on.

Sketches for "Login" "onboarding questions" "recommendations"Sketches for "Character builder" "daily tasks and progress" "achievements"
Wireframes

Visualizing an intuitive MVP experience

With our task flow and sketches, our team created the following wireframes to solidify our ideas, ensure that the information architecture we derived made sense, and communicate critical functionalities for the dev team. In order to prioritize content, we began with a mobile-first approach.

MVP wireframe flow from sign up to questionnaire, recommendations, begin exercise, earn a reward and ending in view achievements

Let's take a closer look

I was responsible for the stress-reducing exercise and achievements
down arrow
'Begin' screen for Box Breathing exercise

Clear, actionable guidance

Why? This screen not only explains box breathing but also highlights its benefits. This approach empowers users with the knowledge of how the practice can positively impact their well-being.

Box breathing screen

Box Breathing exercise

Why? For its simplicity, proven effectiveness, and visualization potential. Most importantly, it's quick and discreet, allowing users to practice in a crowded convention without feeling self-conscious.

Reward screen

Achievement

Why? Users are rewarded immediately after their first self-care task. This approach reinforces goal achievement, boosts motivation, and increases the likelihood of repeated behavior.

Style Guide

Design that's authentic to anime culture

Creating a style guide that was authentic to anime culture would be crucial to our product’s success, so it heavily informed early decisions related to the UI design, colors, typography, language, and tone. Fortunately, we had a very talented artist onboard that could bring our ideas to life.

Ki-Chan the mascot Typography styles "Red Hat Display" and "Troubleside"Color Palette
Illustrations

Our design decisions were heavily influenced by the artistic styles found in Japanese manga and the calming imagery typical of the 'healing anime' subgenre, Iyashikei. Central to our design ethos was the integration of AFH’s mascot, Ki-Chan, who acts as a playful and familiar guide throughout the user’s experience.

Next iteration of 'begin box breathing exercise' screen
Begin exercise
Next iteration of 'box breathing exercise' screen
Box breathing exercise
Next iteration of 'Exercise completed' screen
Congratulations
Next iteration of 'Achievement unlocked' screen
Claim reward
Concept Testing

Presenting the MVP to convention go-ers

Goals

  • Gathering intent data through sign-ups
  • Assessing whether attendees felt notably better post breathing exercise
  • Identifying which aspects attendees value most
  • Gauging overall interest
Prototype

Intuitive interaction patterns to support relaxation

As I prototyped the breathing exercise for testing, I focused on simplicity, clarity, and comfort. Try it out below!

To improve this experience in the next iteration, I would try to make the transitions smother and include calming background music to make the experience more immersive.

Outcome

Excitement, sign-ups, and calm

Since the product team was unable to attend the convention, we used AFH volunteers to watch and note attendees' reactions. Their enthusiasm led to hundreds of sign-ups, although a misplaced iPad delayed research recruitment. Despite this, we kept up our momentum, refining our design for the next convention.

"The best part of the app was the breathing exercise. It was straightforward to follow. I think visually the App needs work and would like to see more exercises "
"The box breathing was very direct and easy to follow, and it made me calm and less asthmatic"
- Anonymous attendees

WonderCon

Presenting the next iteration of Anime Self-Care
Anime For Humanity's booth at WonderConInfo sheet presented at WonderCon detailing Anime Self-Care appPrototype of Anime Self-Care on Anime For Humanity's booth
In this iteration, we expanded our self-care 'Trainings' and introduced a 'Find a Therapist' feature. This time we provided a QR code so attendees could sign up to learn more and participate in future research.
Expert-Informed Design

Partnering with mental health experts

Geek therapists are mental health professionals who integrate geek culture, like video games and anime, into therapy, making it more relatable and engaging for clients who are fans of these genres. We caught a lot of attention from these therapists during WonderCon and we were fortunate to be able to partner with 4 of them.

Expert Interviews

Incorporating geek therapy techniques

To ensure our mental wellness app effectively integrates anime culture and aligns with evidence-based practices, each designer conducted a 1:1 semi-structured interview with an expert. Organizing our findings into an affinity map helped us surface common themes and insights. Below is a feature iteration inspired by our findings.

Final screens for Anime Reflections feature
Feature Iteration

Anime Reflections

We discovered a recurring recommendation: utilize anime in a similar way our experts do, by allowing users to draw parallels between the content in anime and their own experiences or feelings. This insight that led us to our second hypothesis:

Hypothesis: We believe that a significant number of users will find the process of watching anime and reflecting on it helpful for their mental wellness
V1 - My initial concept
Each member of the design team began envisioning a new feature that allows users to reflect on an anime show or movie through prompts outlined by our geek therapists. Below is my initial concept, which was ultimately chosen by our geek therapists and leadership. My fellow designers later helped bring it to life.
Original wireframe for Anime Reflections screen
Explore anime
Wireframe 'filter by theme'
Filter by theme
wireframe for 'details' page
View details
Wireframe for 'Reflection Questions' screen
Begin reflection
V2 - Incorporating community features
Since community is crucial for mental wellness, especially among anime fans, we updated our approach to allows users share their reflections on an 'Anime Reflections' Discord server. This had two main benefits: it enabled community building without adding complexity to the app, and it was a resource-efficient way to test our second hypothesis.
Final screen for 'Anime Reflections' welcome page
Explore anime
final screen for 'Reflection questions'
Write reflection
Final screen for 'Entry successfully submitted'
Submit entry
Final screen for 'Join our Discord community'
Join Discord
Evaluation

Exposing the pain points

Goals

  • Identify and address any usability issues that users might encounter in our MVP
  • Continue assessing product-market fit
Usability Test

We asked 3 target users and our geek therapists to complete 5 tasks

Tasks

  1. Login
  2. Complete onboarding questionnaire
  3. Create your avatar
  4. Explore and let us know your first impressions
  5. Complete breathing exercise

Interviews

We conducted pre-test interviews to gather feedback on previous experiences with mental health apps, understand what attracts viewers to anime, and assess openness to using anime as a self-care tool. Post-test interviews were then used to gauge interest, capture likes and dislikes, and collect overall impressions and suggestions for improvement.

Priority Revisions

Moderated testing revealed issues with hierarchy, navigation, and accessibility

Issue #1

Onboarding Questionnaire

"My concern is that in the current phrasing of 'productive' or 'didn't work out' to be further stigmatizing" - Kristi (geek therapist)
Before
Before screen of questionnaire question "were you productive?"
Asking users "Were you productive?" and "Did you exercise consistently?" could induce guilt and anxiety
These questions don't consider users who have disabilities or health conditions
After
After screen of questionnaire "Any physical discomfort of changes in energy levels?"
I reframed the questions to be supportive and non-judgmental. Instead of asking "Were you productive?" and "Did you exercise consistently?" I focused on physical discomfort and changes to energy levels
Issue #2

Homepage

"I'm not really sure what I'm supposed to do now" - Nick (usability test participant)
Before
Before screen of original homepage
The avatar ('My Protagonist') is the focal point of the homepage when users arrive, this creates confusion as to what the user needs to do next
Users did not know the self-care tasks ('My Training') were clickable and they were unsure how to access these
Most users tapped on the avatar image instead of the link to 'Change Protagonist'
After
After screen of 'homepage'
To emphasize the self-care tasks ('My Training'), I relocated the avatar ('My Protagonist') to the profile page and made both the avatar image and its link interactive there
To make it clear that the self-care tasks are interactive, I enclosed them in boxes and added a drop shadow with a depth of 1
Reflection

Lessons learned along the way

01

Actively seek feedback at every step

Initially, asynchronous schedules and remote work led me to work in isolation, with little iteration between sprints. This approach eventually resulted in extra work down the road. I learned that early and frequent feedback from users and diverse perspectives from teammates are key to efficient design and innovation.

02

In the area of mental health, inclusive design is paramount

From the start, we prioritized accessibility in our design. Yet, discussions with experts highlighted the risks of not fully considering the variety of mental health experiences. This realization underlined the need to include a diverse range of research participants and showed us that every design element, from colors to content, must be chosen carefully and thoughtfully.

03

The best designs come from collaboration

Working on a UX team for the first time taught me the importance of involving the development team early and often. This ongoing collaboration not only promoted creativity but also allowed us to immediately know what was actually feasible.

Let's Connect!

Send me an email