• Wallflower: Choosing Function Over Fun

    Overview

    Wallflower is a digital toolkit for anxiety relief, targeting panic recovery, social anxiety, and confidence-building. Mid-project, I stepped up to lead both user research and UI design. By adopting an agile UX cycle and letting go of personal creative attachments, I helped the team pivot from overstimulating minigames to a calm, accessible app—with a 27% reduction in user-reported stress at launch.

    🎯 Problem

    Our team originally pitched Wallflower as a joyful “toybox” of minigames, puzzles, and playful nature animations to support anxious users. As a game designer, I joined the team excited to build those playful tools.

    But early research challenged our assumptions.

    Challenge:
    Could we rethink Wallflower from a stimulating experience into a truly calming one—without losing appeal or accessibility?

    🧭 My Role

    Originally brought on for user research, I pivoted into lead UX designer mid-production, taking over both research and UI design responsibilities due to team bandwidth issues.

    🔍 Research Process

    1. Audience Definition

    We focused on three high-need contexts:

    • Panic attack recovery

    • Social anxiety in daily life

    • Confidence building

    Our user group was primarily college students navigating stress, identity, and emotional overwhelm—especially during high-pressure times like finals.

    2. Biweekly UX Testing Loop

    To manage scope and ensure quality:

    • I ran one-on-one usability tests every two weeks with ~5 users

    • Synthesized findings into a prioritized UX change proposal

    • Presented to stakeholders for feedback and approval

    • Implemented updates in Figma prototypes for dev hand-off

    This became our core agile loop: research → recommend → iterate → build.

    3. Emotional Safety Redesign

    Early tests revealed that our toybox pitch—while creative—was overstimulating for anxious users. Many reported:

    • Decision fatigue

    • Confusion around navigation

    • Frustration with “cheerful” feedback loops during distress

    This was a major turning point for me. As a game designer, I had to kill my darlings—cutting interactive features I loved—in order to respect user needs.

    4. Key UX Pivots

    • Replaced saturated colors and microanimations with flat, neutral visuals

    • Prioritized low-effort content like guided meditations, affirmations, soft sounds, and journaling

    • Simplified flows to support users under high emotional load

    • Introduced emotional valence charts to track user mood across sessions

    This was a moment of real growth: I learned to value effectiveness over novelty, and led our team toward calm by letting go of drama.

    🧪 Final Validation

    I proposed and ran a real-world A/B test to evaluate impact during finals season:

    • Initial survey: All users rated resting anxiety levels

    • Split into test group (with app access) and control group (no app)

    • After two weeks, follow-up survey measured change in anxiety

    Results:

    • 🎯 Test group reported 27% lower stress levels than control

    • ✅ We verified not just usability—but emotional impact

    • 🎓 This went above standard student project scope, but we felt it was ethically necessary to validate our work

    💡 Outcome

    • Re-scoped Wallflower from toybox to toolkit

    • Designed and validated a calm-centered UX strategy

    • Completed on time despite major mid-project role pivot

    • Delivered a functioning app that measurably helped users cope with anxiety

    🛠️ Tools & Skills Demonstrated

    • UX Research & Usability Testing

    • Agile Sprint Planning

    • UI Design & Prototyping (Figma)

    • Accessibility & Cognitive Load Reduction

    • Emotional Valence Mapping

    • A/B Testing & Experimental Design

    • UX Strategy & Scope Pivoting

    • Cross-functional Communication & Management