Prime Your Mind


UX/UI Design, UX Research
Project Overview
Clients major concern was  wellness goals amongst students, young adults, and early professionals. Stress can lead to a high level of anxiety and mental health issues. MindFrame is an application that helps users actively pursue wellness goals by using their phone's lock screen to prime the sub-conscious mind with wellness reminders.
Designing an application that allows the user to stay focus, relieve stress, change unhealthy mood and promote overall wellness, through imagery, and instructions placed on the users locked screen feature. Placing sub-conscious images linked to physcoligal studies that effect cognitive changes through simple exposure. The application will encourage the user to change their phone lock screen background in order to achive a set of pre- researched goals ie : relieve stress, stay focuses, mood awareness, and overall wellness encouragement.
UX Tools
Interactive Prototype
UX Designer
UI Designer
UX Practices
Affinity Mapping
High-Fi Wireframe
Interactive Prototype


Literature Review
Reseach supports, when a person is exposed to a piece of information multiple times a day, it has the potential of influencing your response to a succeeding piece of information. The average person looks at their phone 52 times a day. 1 of 10 People checks their phone every 4 minutes.

By simply combining a known repetitive habit with a carefully constructed message and incorporate it into an existing routine, MindFrame will change the way you feel and think about a new goal, change a physical reaction to a stressful situation and potentially promote overall wellness.

The research I studied focused on the types of subconscious priming that encourages people to be mindful of their goals. The literature I reviewed helped find various ways of response priming using rapid succession intervals that will best resonate with the user.
Occurs when the prime and target words are semantically related and share features.
Relies on visual stimulation without the use of other stimuli types, such as semantic or verbal.
Aims to influence behavior unconsciously. Supraliminal primes have been shown to have stronger and longer-lived effects on behavior.
Using rapid succession interval, the prime and target are presented and then paired with alternative or identical motor responses.
Concerned with physical correlations between the properties of the target stimuli and the prime.
Semantic Priming
Visual Priming
Supraliminal Priming
Response Priming
Perceptual Priming
Understanding the value of each priming method will factor in the design protocol for each user’s exposure and response times needed to accompanying stimuli in each type of priming method.
Comparative Analysis
I conducted a comparative analysis of existing goal driven wellness applications that are on various platforms.
Meditation & Sleep
Daily Affirmations
Habit Tracker
Wallpapers & Editors
Interview & Survey

I conducted virtual interviews with various people. Users surveyed ages range from 16-55.

An analysis of interview information revealed that lock screen design would be more conducive to user engagement, reducing the need to search for the application. Research revealed that the lock screen method would be immersive and easy to understand, and requires little to no effort. The survey also confirmed that motivating users to change their goals, in an effortless manner was instrumental in effectively reducing stress. Information gathered indicated that users interested in goal setting were also concerned with overall wellness.
View Survey Here
Affinity Mapping
I synthesized the data using affinity mapping and gathered the below insights:

-Targeted Age group will be 18-30. 
-School work and social life are the main sources of stress.
-Most participants view their wellness goals as a priority.
-Most participants did not prioritize the means in which to achieve those goals.
-Participants forgot, ignored notifications, and lacked the discipline required to perform repetitive activities as a method of achieving their wellness goals.

Main tools used to remind of wellness goals:​

-Calendar Reminders
-Social media
-Write them down
-Wellness Applications
-Instagram/Twitter Motivation Profiles

The most common wellness goals were categorized:​

-Feelings & Emotions / Mood awareness
-Diet & Fitness
-Mood Tracking
-Medication Reminder
-Being Present
I conducted an analysis of the interview results, which resulted in the creation the of the below personas to help us guide the design.
Experience Mapping
The target audience was summarized, their needs and preferred interaction settings, were used to create a baseline understanding of  user experience before they were introduced to Mindframe.

We mapped out the interaction phases, which was instrumental in indentifing the users touchpoints and reasons for seeking wellness goals. The experience map gave quick recommendations and ideas for improving the way our users currently interact when planning and setting wellness goals.

These projects are still in progress. Please check back for further updates.


User Flow
Our goal was to map the ideal path taken by a prototypical user on the app which completed the users settings for achieving wellness goals. The user flow maps the entry point utililizing a set of known steps, resulting in a successful outcome and final action. The process of creating the user flow, enabled us to address issues found in our experience map and apply concepts, recommendations and ideas.
Information Architecture
Information Architecture defines how content will be structured and presented to our user. Contextualizing content made the design process easier to understand and allowed us to design with clear intent and understanding.
The user flow aided in simplifying the design process to create the low fidelity wireframe.
High­-Fidelity Wireframe

⚠️ This project is still in progress. Please check back for further updates.

Anu /Innovative /Fireside Tech /Close Connect /Mindframe /
Designed with ♥ and ♫
Brettney Fountain UX/UI Designer