B2C
0-1 Product Design

Bridging Wellness & Fandom

0-1 design of Anime Self-Care, a first-of-its-kind mental wellness platform that blends behavioral health strategies with the power of anime fandom

Role

Founding Team Product Designer

Client

Anime For Humanity

Team

3 Product Designers, 3 Developers, 1 PM

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 are 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 more relatable through anime.

2 mobile screenshots of Go "Plus Ultra" and "Achievement unlocked!"
Our Challenge

Turning a mission into a scalable digital product

AFH had built strong in-person traction by connecting with fans at conventions, but to extend that impact, they needed a product strategy that could deliver support anytime, anywhere.

Our challenge was to build a platform that felt as emotionally resonant and culturally relevant online as it did in person.

Objectives

  • Drive behavior change by turning evidence-based wellness practices into interactive, anime-themed experiences
  • Reduce stigma by embedding mental health support inside familiar, narrative-driven contexts
  • Build long-term engagement through personalization, emotional relevance, and fan-driven community features
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 in the first month
90% of users reported reduced stress
Inspired partnerships with licensed therapists
Launched an MVP that built a community of 800+

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 (Product Manager)
Discovery

Digging deeper into the problem space

Primary & Secondary Research

Anime is emotional scaffolding for fans seeking connection, growth, and relief

Before we designed anything, I needed to understand the deep emotional connection between anime and mental health. Through secondary research and 20+ interviews with anime fans, we uncovered key patterns that helped us build a platform grounded in the real experiences of this community.

Our Big Three

The 3 most important things we wanted to learn from interviews:

  • 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 as intentional coping

Fans choose specific shows as tools for comfort, escape, or inspiration during hard times, not passively, but with purpose.

Community is the cure for isolation

Whether through conventions, online spaces, or Discord servers, anime fandom helps users find belonging.

Mainstream tools don’t fit their world

Solutions that don’t reflect anime culture or charge subscription fees often feel alienating and unsustainable.

Self-care starts strong, then stalls

Many fans want to build better habits but lack structure, encouragement, or tools that resonate with their daily lives.

"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 meaning “nerd” or “geek,” typically implying someone whose obsessive hobby—often anime or manga—leads to a lack of social life. In the U.S., the term is often used proudly by fans.

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

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 they aligned:
Tailored self-care guidance
Progress tracking & rewards
Match users with therapists

We choose to first focus on features that help users build trust, experience emotional wins, and feel a sense of progress through self-care.

By focusing on what users could do before seeking professional support, we aimed to lower emotional barriers, making the idea of reaching out to a therapist feel more approachable over time.

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

Designing an MVP that makes self-care feel like an adventure

To kickstart our ideation phase, we facilitated a cross-functional "How Might We" workshop, bringing together design and development to define features around one core hypothesis: by helping users develop healthy habits and achieve their goals, we can improve their mental wellness.

Feature #1
Onboarding Questionnaire

Users will be led through a series of questions to personalize self-care recommendations based on users’ energy levels and emotional state.

Feature #2
Self-Care Recommendations

Users receive tailored “Trainings” that reframe wellness tasks as missions, making mental health support feel relevant, fun, and culturally aligned.

Feature #3
Avatar Creator

Users create a custom “Protagonist” avatar that evolves with progress, turning abstract growth into a visual, emotionally resonant narrative of personal development.

Feature #4
Progress Tracking + Rewards

Instead of streaks or pressure, we reward completed tasks with badges and small wins, using gentle, positive reinforcement to build long-term habit momentum.

We aimed to prioritize value over volume by designing a focused set of features that could make wellness feel like something fans want to stick with, features built for emotional impact, not just interaction.
Task Flow

Mapping the journey for concept testing

We planned to unveil a prototype at the NYC Anime Convention to gather real-time feedback from our target audience. I mapped the happy path to guide users toward a stress-reducing exercise designed for the high-energy, often overwhelming environment.

Young man posing with friends during an anime convention
Gavin, a frequent con-goer, needs a quick way to manage stress in high-energy moments
The MVP task flow

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

Sketches & Wireframes

From rough ideas to a clear MVP vision

With our MVP criteria and flow defined, our team ran Crazy 8s sessions for each key feature to rapidly generate and explore ideas. We aligned on the strongest concepts and translated them into low-fidelity wireframes.

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

Taking a mobile-first approach, we prioritized content, clarified the information architecture, and ensured key functionality was communicated clearly for development.

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

Bringing anime culture to life through visual design

Authenticity to anime culture was critical, so our style guide shaped early decisions around UI, color, typography, language, and tone. With a talented artist on board, we brought that vision 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

Testing our concept at anime conventions

Goals

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

Intuitive interaction patterns to support relaxation

Outcome

Excitement, sign-ups, and calm

"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 niche experts

Geek therapists are mental health clinicians who use fandom (like anime and video games) to make therapy more relatable for their clients.

SME Interviews

How Geek Therapy inspired a guided reflection tool

To integrate anime culture with evidence-based mental wellness practices, each designer conducted a 1:1 expert interview with a geek therapist. We synthesized insights using an affinity map, which directly informed the feature iteration below.

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 core hypothesis: 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
Testing & Iteration

Exposing the pain points

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, this creates confusion as to what the user needs to do next
Users did not know the self-care tasks ('My Training') were clickable
Most users tapped on the avatar image instead of the link to 'Change Protagonist'
After
After screen of 'homepage'
To emphasize tasks ('My Training'), I relocated the avatar ('My Protagonist') to the profile page and made both the image and its link interactive there
To make it clear that tasks are interactive, I enclosed the tasks in boxes and added a drop shadow with a depth of 1
Reflection

Lessons learned along the way

Lesson #1

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.

Lesson #2

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.

Lesson #3

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