
Resolve
A mobile companion designed to personalize a learning experience to motivate young adults to develop positive cooking habits and skills.
Project Overview
Disciplines
UX/UI Design
User Research
Tools
Figma
Figjam
Notion
In this project I worked in a team of a Product Manager and UX/UI Designers. Over 9 weeks we set out to design a digital experience to support healthcare and empower users to take control of their healthcare. We aimed to support patient-self care and deliver transparency.
Achievements
PIP24C4 Product Showcase Winner of Best Creative Project.
Responsibilities
User Research
UI/UX Design
Prototyping
The Problem
With mental health challenges on the rise, we focused on men's mental health, an often-overlooked issue Research highlights high suicide rates, societal stigma, low help-seeking behaviour, and a lack of male-focused resources, revealing the need for tailored support.
The Process
We applied the Double Diamond approach to guide our design process, using its structured phases—Discover, Define, Develop, and Deliver—to deeply understand men's mental health challenges and create a tailored, user-centred solution.
The Solution
Resolve is a gamified mental health tracker designed to help young men prioritise their well-being.
It features daily mood tracking, personalised tasks for accountability, and a safe space for users to share their feelings and connect with a supportive community.
By battling ‘demons,’ young men can track their progress in a tangible way while engaging with tailored resources and interactive rewards that make mental health accessible and empowering.
Demon Reveal
Defeating the Demon
Each week, users face a unique demon tailored to their previous mood tracker responses, representing their current challenges.
OS Widget Integration
The Resolve app offers three widgets— the Daily Mood Tracker for logging emotions, the Personal Quest Tracker for monitoring growth challenges, and the Battleground Preview for tracking progress against the current Demon.
These widgets provide easy access to key features and helping you stay on track with your mental health journey right from your home screen.
Battleground
Defeating the Demon
At the end of the week, users can enter the battleground to defeat the demon using attacks costing RP points.
Mood Tracker
Mood tracking and journaling reveals behaviour patterns, enabling early intervention for mental health issues. This also generates data for personalised resources in the Wiki.
Point System

Users earn RP (Resolve Points) through completing tasks which will be used to kill demons.
Wiki
Personalised resources are generated based on users' mood tracker responses and journals. Types of resources include articles, videos, and podcasts. After using a resource, users can evaluate it, helping fine tune their resources.
Demons
Users can also read about the demon they're facing that week, and learn about the common effects of the problem and how to defeat it.
Quests
Daily Discussions
Users can also earn RP through quests, such as participating in daily discussions. These community-building prompts allow users to anonymously share their thoughts, respond to others, and view shared experiences.
Personal Quests
Personal Quests motivate users to prioritise their physical well-being too. Users can add personal quests based on the recommended list, or input their own.
Profile
Achievements
Users can view all defeated demons and earned badges, motivating them to unlock more.
Activity Summary
Users can view their weekly and monthly activity to see their progress.
Mood Stats
Users can view their mood stats over the course of a month.
Resolve Plus+
Plus+ members earn points for exclusive rewards like DoorDash and UberEats vouchers, enjoy 2x points, and get an ad-free experience.

The final design was recognised as the Best Creative Product, highlighting its innovative approach to mental health support. Our goal was to make accessing mental health resources easier, create a gamified system for actionable goal-setting and foster a supportive community where men could share experiences.
Key achievements
Improved accessibility
Designed an intuitive interface that simplified the process of finding mental health resources.
Community-driven support
Created spaces for men to share experiences, promoting connection and reducing stigma.
Lessons Learned
This project pushed me to design with empathy and intention, ensuring every feature served a clear purpose in addressing our user group’s challenges.
I gained a deeper appreciation for storytelling in design, understanding that how we present and communicate our ideas is just as important as the solution itself.
The proess helped me improve my ability to articulate design decisions, making it easier to share ideas with stakeholders and justify choices based on user needs.