Speculative App
Emotion Garden
2024
Emotion Garden is a mobile app prototype that guides children ages 3 to 9 through gentle, visually guided emotion check-ins. Kids are asked to select how they feel from a set of expressive illustrations. Each time they check in, they grow a flower in a digital garden.
The app is designed to be simple, intuitive, and fully accessible, even for children who canāt yet read or write. It invites kids to slow down, reflect on their feelings, and feel seen, while giving caregivers an easy entry point to build emotional vocabulary together.
Young children often struggle to identify and manage their emotions, and it's not a skill they naturally develop without guidance. Caregivers may not always have simple tools or language to help kids navigate those moments, like how to label a feeling, validate it, or guide a child toward calming down. Without that support, it can be hard to know what to say or do when a child is overwhelmed.
According to the Center on the Developing Child at Harvard University, early emotional development plays a critical role in shaping long-term mental health, behavior, and learning. Another study published in Child Development found that children who can identify and regulate their emotions show stronger peer relationships and perform better academically.
But emotional development doesnāt happen in a vacuum. Families without access to mental health resources, stable routines, or time for consistent one-on-one support may find it harder to provide this kind of guidance. Creating an easy-to-use phone app is one way to make emotional tools more widely accessible, especially for families who may not have the time, money, or bandwidth for more formal support systems.
Many emotional wellness apps for children are cluttered with features, in-app purchases, or overly broad content that can feel overwhelming, especially during moments of distress. They often combine tools like sleep stories, meditation tracks, and behavior charts in ways that donāt meet a child where they are emotionally. These platforms frequently miss the core need: a simple, soothing way for kids to check in with themselves and process what theyāre feeling.
My goal is to design a calm, age-appropriate tool that helps children understand their emotions and build healthy habits around emotional regulation, with or without adult support. I aim to encourage habits and language that can be used at bedtime, in the car, or during any everyday moment, even without the app.
Role & Responsibilities
My role
Lead UX Designer
Visual Designer (illustrating all elements by hand)
Responsibilities
Conducting user research and usability testing
Wireframing, prototyping, and iterating designs
Visual design and illustration of app assets
Accessibility optimization
Understanding the User
User Research: Summary
I conducted direct observation and informal usability tests with children and parents at a local library, supplemented by feedback from a childhood therapist. This process revealed the need for an app that minimizes cognitive load, prioritizes visual engagement, and accommodates diverse emotional expressions.
Key Insights from Research
Childrenās Challenges: Younger children often lack the language skills to articulate emotions but respond positively to visual cues.
Engagement Limitations: Tools requiring caregiver involvement or reading often lose childrenās interest.
Simplified Emotional Exploration: Caregivers and therapists stressed the importance of enabling emotional reflection rather than trying to āfixā emotional states in the moment.
Design Process
Wireframes
The initial wireframes envisioned a more complex app requiring children to complete de-escalation activities. Usability testing with a therapist highlighted the need for simplicity, leading to a refined focus on visual, post-escalation emotional exploration.
Low-Fidelity Prototype
The appās core user flow was simplified to guide children through:
Identifying the size of their feeling (e.g., a small plant vs. a tree).
Assigning a color to the emotion.
Indicating where the feeling is located in their body.
Selecting the emotionās face from labeled icons (e.g., happy, sad, excited).
Iterative Improvements
Based on usability testing:
Emotion icons were enlarged, with text labels deemphasized.
Navigation was streamlined for pre-literate users, ensuring children could use the app independently.
Early hand drawn iterations to wireframes
Early hand drawn iterations to wireframes along with notes to self
Early hand drawn iterations to wireframes playing with more neutral language
The same screen through 3 main stages of development
Final Design
Accessibility Features
Tap-Friendly Navigation: Designed for small hands and limited dexterity.
Inclusive Emotional Expression: Abstract options (e.g., colors, body locations) allow children to engage without relying solely on facial cues or labels.
Non-Judgmental Flow: The app rewards every emotional expression equally, fostering a sense of achievement regardless of input.
Visual Elements
The final app features hand-drawn illustrations and calming animations to create an engaging, child-friendly aesthetic. I owe so much of this project to the artists I imitated while learning how to draw. All of my reference images are saved on this Pinterest board
High-Fidelity Prototype
The app culminates in the growth of a virtual flower in the childās garden, rewarding emotional exploration. The simple, positive reinforcement encourages repeated use.
Results and Reflection
Impact
Feedback from testing participants highlighted the appās calming and accessible design. One parent remarked:
"My child loved being able to āshowā their feelings through colors and shapes without having to explain them in words."
Key Learnings
Iterative Design: Simplifying features led to a more effective and enjoyable user experience.
Patience and Perseverance: Learning to hand-draw illustrations was a challenge but enriched the appās unique aesthetic.
User Empathy: Focusing on the emotional needs of both children and caregivers informed every design decision.
Next Steps
Add garden enhancements, such as the ability to grow flower collections and animated interactions, to further engage users.
Conduct further testing with neurodivergent children to explore additional accessibility needs.
Collaborate with therapists and early childgood educators to ensure app aligns with users needs.