When our team first sat down and discussed the prompt, we were frazzled. There were so many options. We could have an application that helped users address their own mental health issues or we could create an application that raised awareness of mental health. These were two broad categories in which we could create multiple applications while still addressing the theme of the hackathon. So why not combine both?

healthTrac is an application that allows users to keep track of their mental wellbeing and address their mental health issues. In addition, it has interactive simulations that allow the user to learn about mental health through a character that they can relate to. This model increases the efficiency of communicating this information by incorporating simulation-based learning and reducing the stigma surrounding mental health itself through a user-friendly interface.

The application allows users to create an account, keep track of their daily moods, get access to live chat features, and learn about ways to help cope with issues through game-like simulations. When the user first opens the app, they will be prompted to register for an account or sign in. From there, the user will select their daily check-in option of bad, okay, or great. The calendar below shows their emotions over the course of the month and as they check in every day. Once the user checks in, there are three routes where they can go. If the user is feeling great, they would be directed to a goals page. If the user is feeling okay, they would be taken to a game-like simulation page. If the user is feeling sad, they would be directed to a resources tab where if needed, they can look for various places that they can go to in emergencies. The simulation tab is where the user can learn about mental health by answering questions. Our simulations put an interactive spin on learning about mental health by connecting to the user with a character that they can relate to. They can also access the resources tab, which lets them look for nearby locations where they can get help by displaying a map. This screen also has a live chat feature that allows the user to talk to a professional if needed. There is also a sidebar that is present on all the screens and provides common websites the user can visit to learn more about mental health. By choosing the pencil icon in the navigation bar, the users can access their goals. If the user had chosen great as their mood in the daily check-in, they would have been redirected to this page instead. The goals page allows users to set short term and long term goals that they can categorize and update to help them stay on track of things and lead a happier and healthier life.

To create this application, we used Figma to design our screens and flutter to code them. We ran into challenges in the beginning with addressing the prompt and later with the coding aspect. However, we are very proud of what we are able to submit because this is our first hackathon and Iā€™m sure we will only get better in the future!

Hackathons are considered competitions. In general, people participate in competitions after they have learned, to showcase their skills. However, the hackathon itself was a learning experience for my team. We learned how to use Figma, how to code in Flutter, how to find the answers to our questions online. We attended workshops and learned about mental health and about game design and branding. Through this experience, we now know how to split our tasks and time better to get the best project possible completed. While we were competing, we were also learning and we hope that the knowledge we gained will help us in the future.

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