Calm Harm is an award-winning app funded by teenage mental health charity to help manage the urge to self-harm.The urge to self-harm is like a wave. It feels the most powerful when you start wanting to do it.
App design
Branding
User research
UI
UX
Wireframes
Prototypes
Figma
Illustrator
Photoshop
Users were struggling with self-harm needed a compassionate, accessible, and non-judgmental digital space that provides immediate coping strategies, emotional support, and crisis intervention. The client and user feedback required a re-design the user interface (UI), personalise the user experience (UX) of a previous version of the app, and to deliver an analytical model by which to evidence effectiveness and re-build the app with scalability and information governance in mind.
User needs identified that:-
- They didn't recongnise what the app icon was supposed to be
- The colours were too 'Vigorous'
- They would prefer a lighter colour scheme.
- The colour scheme made it hard to read text
- Some screen looked cluttered
- The colours weren't calming
During the design of The Calm Harm app the redesign prioritized maintaining user anonymity while enhancing data insights for future development. A co-creation process involving stem4, young people, parents, teachers, and clinicians guided strategic decisions, ensuring a user-centered experience. Teen engagement sessions shaped the UI, including the addition of mascots to support self-management.
A co-creation process into the strategy of re-designign the app. stem4, children and young people, parents, teachers, clinicians and clinical safety officers were brought together to carry out a strategic review of the existing app and co-produce the product road map going forward.
Integral to the co-creation process was the group of teenagers we brought together in a series of user engagement sessions where we looked at desired outputs, user journeys, visual concepts and security/privacy considerations leading to decisions about the user experience and tone of voice. The engagement within the co-creation sessions was fantastic, and led to a number of decisions around the UI including the inclusion of ‘mascots’ to accompany you on your self-management journey.
I like the idea of comforting, relatable characters that guide me through difficult moments and provide encouragement.
Users often need instant relief but struggle to find help in the moment.
I'd like some quick, engaging activites (e.g., drawing, puzzles, or journaling) redirect focus from urges.
Users want to see their progress over time with streaks, milestones, and encouraging messages.
A toolkit of techniques (e.g., cold water splash, squeezing an object) helps users find alternative coping methods.
Users need gentle, affirming language to feel supported rather than shamed.
A customized approach that suggests activities based on previous behaviour and moods.
Users need a private space to record thoughts and feelings, helping them recognize patterns.
Maybe some simple, interactive exercises (like visual breathing guides) help users regulate emotions in moments of distress.
Some users avoid apps that feel too clinical or expose them to stigma.
How Might We (HMW) statements are open-ended questions that reframe challenges as opportunities for creative problem-solving. They encourage brainstorming by focusing on possibilities rather than limitations. This approach fosters collaboration, promotes innovative thinking, and ensures solutions are user-centered. HMW statements help teams generate a wide range of ideas, leading to more effective and empathetic design solutions.
I used the Crazy 8’s ideation method to rapidly generate diverse design ideas for a the app in a workshop. In an eight-minute sprint, the group sketched eight different concepts, exploring features like guided coping exercises, This fast-paced process helped us break past initial ideas and uncover unique, user-centered solutions. By analyzing the sketches, we identified key elements that aligned with user needs, ultimately shaping a more effective and empathetic app experience.
Prototypes ranged from low-fidelity wireframes to interactive high-fidelity designs, this allowed me to explore functionality, usability, and user interactions. This phase was crucial for identifying potential issues, gathering user feedback, and iterating on designs to ensure they effectively meet user needs. By testing prototypes early, I could make informed decisions, reduce development risks, and create more user-centered product.
Once the prototypes had been designed we returned to the users to test and refine the design of the app. One feature that was A/B tested was the use of generic characters or animals. Although animals were preferred, I introduced the element of customisation to allow the user to choose. This phase is crucial for validating assumptions, reducing risks, and creating a user-centered experience before final implementation.
The first release of the app was a great success, since then the app has been developed and addtional activities and functionality has been added.
93%
of users have reported a reduction in the urge to self-harm after completing an exercise
3 Million users
Users up from 200k to 3 million (Feb 2024)
those that have used the app more than once to manage their urges. At 63.7% there are 512,605 returning users.