Untangled

Avani Guduri, Eugina Chun, Lily Modojemu, Malavika Doshi
My role
January 2024 — May 2024
Learning model design, design research, UX / UI design, art direction
Overview
This self-care app integrates different learning models with a Cognitive Behavioral Therapy (CBT) framework to help college students in high-pressure academic environments recognize and reframe cognitive distortions.

We identified three key opportunities: lack of knowledge about cognitive distortions and CBT as a tool, difficulty in recognizing different cognitive distortions and knowing when and how to reframe them, and challenges with commitment, time, and follow-through.
For each scenario, players select thoughts, feelings, and actions in reaction to the story to reveal a "thought demon" associated with it.
reframing Cognitive distortions
How might we help undergraduate college students become aware of their unhelpful thought patterns and reframe them to reduce the negative effects that follow?

Three core intentions guided the design of this gamified experience:

  1. Alleviate the burden of confronting personal thought patterns by introducing an anonymous character and relatable scenarios.
  2. Build awareness and recognition skills for cognitive distortions through engaging “thought demon” characters.
  3. Encourage practice of reframing skills by inviting users to write reflections and earn rewards as reminders of their progress.
Identifying thoughts, feelings, and actions
Reframing cognitive distortion to transform negative thought demon
Playtesting
Smoke and mirrors Figjam
Each team member conducted multiple virtual play testings to assess the gameplay mechanics, content, and flow of the game.
Playtesting template with content
Learning model

Multiple learning models was integrated to create a unique system for the Untangled game mechanics.

  1. The magic circle
  2. Unconscious incompetence -> Unconscious competence
  3. Scaffolding
  4. Feedback