Driving product + brand experience

curaJoy is a family and youth focused health-tech start-up

...focused on building digital software for youth and families. Their goal is to make behavioral healthcare cheaper and more accessible across the whole industry. I was a contracted Product Designer on the product team, often wearing multiple design hats to drive their product experience and overall visual direction.

I'm proud of the outcome & achievements we had 🎉

We released an MVP gamified behavior growth platform prototype for youth with 270+ family and youth sign-ups, and attracting $15k in private and grant investments from companies like Amazon.

Final product screenshot

My specific contributions

I pushed forward design and experience for the platform for youth to establish beneficial behavior patterns, influenced by real therapeutic and tested gamification techniques.

A very hands-on process

Bridging between research and design deliverables constantly

…and being okay with pivoting our work often, across 3 MVP's. Overall great experience where I got to learn how to be scrappy and work with multiple disciplines at once, constantly. My role as a product designer was to explore, validate, pivot, and be a designer that could help push forward the product in the best way possible. Impact, priority, rationale were drove decisions.

Requirements

IA / Flows

MVP designing was challenging sometimes

Our weeks of work were always potentially on the chopping block

…sometimes scrapped altogether. But zooming out, being okay, and understanding the path forward is rough but bigger user goals are always mind, removing ourselves from the product equation, and always conversing on best ways to always do that.

MVP 1 - Focus on 'gaming'

MVP 2 - Therapy & insights driven

MVP 2.5 - Unlockables & insights

MVP 3 - Combination from all discovery points

Pivot considerations (also our metrics)


  • Navigational experience and organization (does any of this make sense to learner?)

  • Use of space (time to certain action)

  • Speed to immediate treatment effect (time to positive impact / actionable insights for learner)

  • Context use (where are they using this product/feature in the real world?)

  • Engagement factor (is it 'fun' for youth standards?)

  • Ease to update/build on top on (will our engineers love us? How fast can we roll out future/updates?)

Driving impact for MVP process


Finding weaknesses and pulling out strengths, driving forward a product experience for every iteration, being scrappy with time and tools

Our principles


Not being afraid to experiment wildly and challenge our own and each other's work openly and respectfully. Push our creative innovation skills together.

Things I thought about while designing

MVP designing was challenging sometimes

Our weeks of work were always potentially on the chopping block

…sometimes scrapped altogether. But zooming out, being okay, and understanding the path forward is rough but bigger user goals are always mind, removing ourselves from the product equation, and always conversing on best ways to always do that.