Globally more than 70% of people are lacking access to mental health care (WHO report 2019) because of the inconvenience of early psychological help, especially time-consuming self-reported psychological tests that people have to take while sitting in an unfamiliar setting of a clinic with a stranger. Specific concerns with this traditional system are
- long-waits to find the availability of a professional even for the first visit
- lack of adaptation in lengthy paper-pencil early self-reported questionnaire (e.g., people with reading disability conditions cannot take the self-reported test accurately)
- no accessible interpretation of early screening results or next steps
- repeated visits to professionals to access each step; therefore, additional transportation problems to the health care facility while working full time, childcare, schooling, etc.
In a nutshell, while going through mental health problems without any substantial resources, people have to navigate themselves with this unnecessary and complex system to get even the first hand of help. The current constraints discourage people from seeking help while causing the spiral of negative health burden.
We want to transform the traditional way of self-reported psychological testing by providing easy, intuitive, accessible, and engaging gamification solutions. The gamification environment will encourage people to be more willing to answer honestly and accurately. By combining gamification and UX design, we provide an integrated experience that accommodates the needs of everyone. We also provide additional follow up resources to create mental health awareness and literacy. With the resources such as “Doctor search” or “Telemedicine,” it would be possible to have early detection for early treatment and prevention while reducing the burden on healthcare system.