
Social Impact client
Product Design • Mobile App • Social Impact
Supporting the mental and physical wellbeing of young people in care.
Designing a mobile application to help young people from child welfare services track emotions, access health resources and stay connected with their educators.
Designing a mobile application to help young people from child welfare services track emotions, access health resources and stay connected with their educators.
Designing a mobile application to help young people from child welfare services track emotions, access health resources and stay connected with their educators.
Asterya
Asterya
Asterya
Asterya
App
App
App
App
Timeline
6 Months
2025
Team
5 People
3 Developers
Role
Lead Product Designer
& Product Owner
Platform
iOS & Android
Strapi CMS
My Responsibilities
User research
Product strategy
UX/UI design
Illustration
Visual identity
Product ownership
User testing
Chapter 01
The
Challenge
The
Challenge
The
Challenge
Why?
Why?
Why?

The idea for this project came from my work for Deloitte For Future
The idea for this project came from my work for Deloitte For Future
The idea for this project came from my work for Deloitte For Future
The Problem
The Problem
Young people in the French child welfare system (ASE) often struggle to access consistent health support. IM'PACTES wanted to bring that support directly to them through their phone.
The challenge was to design an app adapted to different age groups and sensitive to the emotional and health difficulties many young people face while transitioning to independence.
Young people in the French child welfare system (ASE) often struggle to access consistent health support. IM'PACTES wanted to bring that support directly to them through their phone.
The challenge was to design an app adapted to different age groups and sensitive to the emotional and health difficulties many young people face while transitioning to independence.
Educators support them daily but lack tools to easily track wellbeing, share resources or start conversations around sensitive topics like emotions or health.
Educators support them daily but lack tools to easily track wellbeing, share resources or start conversations around sensitive topics like emotions or health.
Design question →
How might we design a mobile product that helps young people better manage their wellbeing while remaining simple, engaging and accessible?
How might we design a mobile product that helps young people better manage their wellbeing while remaining simple, engaging and accessible?
Chapter 02
Understanding the Users
Understanding the Users
Understanding the Users
To understand the real needs behind the project, I conducted user research with multiple stakeholders.
To understand the real needs behind the project, I conducted user research with multiple stakeholders.
Participants included →
•
Young people from child welfare services
Young people from child welfare services
•
Educators supporting them daily
Educators supporting them daily
•
Healthcare professionals
Healthcare professionals
•
Members of the IM'PACTES association
Members of the IM'PACTES association
The goal was to understand their routines, frustrations and expectations around health and emotional support.
The goal was to understand their routines, frustrations and expectations around health and emotional support.



Key Insights
Key Insights
Emotional expression is difficult
Emotional expression is difficult
Many young people struggle to verbally express their emotions, especially in institutional environments.
Educators need visibility
Educators need visibility
Educators wanted a simple way to better follow the wellbeing of the young people they support.
Health information is hard to understand
Health information is hard to understand
Medical information is often too complex or not adapted to their age or simply unknown which create more stress.
Trust and simplicity are essential
Trust and simplicity are essential
If the tool felt too complex or intrusive, it would simply not be used.
Chapter 03
Co-creating the
Product
Co-creating the
Product
Co-creating the
Product
To make sure the application would answering our actors needs, I facilitated multiple co-creation workshops with educators, doctors and association members.
To make sure the application would answering our actors needs, I facilitated multiple co-creation workshops with educators, doctors and association members.
These workshops helped us →
✓
Define the core features of the application
Define the core features of the application
✓
Prioritize the most useful functionalities
Prioritize the most useful functionalities
✓
Define educational content themes
Define educational content themes
✓
Identify external partners able to contribute to the content
Identify external partners able to contribute to the content
I also distributed a feature prioritization questionnaire allowing future users to vote on what they considered most useful. The results help us and the association to make decisions.
I also distributed a feature prioritization questionnaire allowing future users to vote on what they considered most useful. The results help us and the association to make decisions.

Co-creation magic ✨
Chapter 04
Key Features
Key Features
Key Features
Feature 01
Emotion Tracking
Emotion Tracking
Emotion Tracking
Users can record their daily emotions and track their wellbeing over time. This makes it easier for young people to reflect on their feelings and start conversations with educators.
Users can record their daily emotions and track their wellbeing over time. This makes it easier for young people to reflect on their feelings and start conversations with educators.
Users can record their daily emotions and track their wellbeing over time. This makes it easier for young people to reflect on their feelings and start conversations with educators.
Why it matters →
Many young people struggle to verbally express emotions. Visual tracking provides an easier entry point for important conversations. It also help following progress with medical professionnals
Many young people struggle to verbally express emotions. Visual tracking provides an easier entry point for important conversations. It also help following progress with medical professionnals
I loved creating these emojis!
I loved creating these emojis!




Feature 02
Health Encyclopedia
Health Encyclopedia
Health Encyclopedia
A simplified lexicon explaining health topics using accessible language adapted to different ages.
A simplified lexicon explaining health topics using accessible language adapted to different ages.
A simplified lexicon explaining health topics using accessible language adapted to different ages.
Design approach →
Complex medical terms were translated into simple, age-appropriate language. Illustrations help make information more digestible and less intimidating.
Complex medical terms were translated into simple, age-appropriate language. Illustrations help make information more digestible and less intimidating.
Feature 03
Shared Calendar
Shared Calendar
Shared Calendar
A calendar allowing young people and educators to track appointments, tasks, symptoms and menstruations.
A calendar allowing young people and educators to track appointments, tasks, symptoms and menstruations.
A calendar allowing young people and educators to track appointments, tasks, symptoms and menstruations.




Feature 04
Positive Memory Journal
Positive Memory Journal
Positive Memory Journal
A feature encouraging users to record positive moments and achievements, helping build resilience and self-esteem.
A feature encouraging users to record positive moments and achievements, helping build resilience and self-esteem.
A feature encouraging users to record positive moments and achievements, helping build resilience and self-esteem.
Chapter 05
User Testing
User Testing
User Testing
User testing sessions were conducted remotely with young users, former child welfare youth, and educators.
User testing sessions were conducted remotely with young users, former child welfare youth, and educators.
User testing sessions were conducted remotely with young users, former child welfare youth, and educators.
Positive Feedback
Positive Feedback
❤️
The simplicity of the interface
❤️
The emotion tracking feature
❤️
The breathing exercises
❤️
The shared calendar
"This is exactly the kind of tool we need."
"This is exactly the kind of tool we need."
— Educator
Improvements Identified
Improvements Identified
Testing also helped refine several elements:
→
Simplifying some vocabulary terms
→
Clarifying the health lexicon
→
Improving certain navigation labels

Chapter 06
Impact & Results
Impact & Results
Impact & Results
👧🏽
👧🏽
For Young People
For Young People
✓
Track emotions and wellbeing
✓
Access adapted health information
✓
Manage appointments and tasks
💁🏻
💁🏻
For Educators
✓
Better understand emotional state of young people
✓
Facilitate conversations around wellbeing
✓
Access educational resources adapted to their work
Key learnings...
Leading a product end-to-end
Leading a product end-to-end
This project was one of my first experiences managing a product almost independently. I coordinated stakeholders, guided developers, and balanced user needs with technical constraints to keep the product focused.
This project was one of my first experiences managing a product almost independently. I coordinated stakeholders, guided developers, and balanced user needs with technical constraints to keep the product focused.
Prioritizing what really matters
Prioritizing what really matters
Many feature ideas emerged during the project. One of the biggest challenges was learning to prioritize and reshape ideas so the product remained simple and aligned with its core purpose.
Many feature ideas emerged during the project. One of the biggest challenges was learning to prioritize and reshape ideas so the product remained simple and aligned with its core purpose.
Designing for real-world impact
Designing for real-world impact
The visual identity and illustrations I created for the application were later reused for the Asterya physical center, extending the design beyond the digital product.
The visual identity and illustrations I created for the application were later reused for the Asterya physical center, extending the design beyond the digital product.
Why this project matters to me?
Why this project matters to me?
Why this project matters to me?
Asterya was more than a product project, it was the opportunity to design a tool that could genuinely improve the lives of young people and the professionals supporting them.
Asterya was more than a product project, it was the opportunity to design a tool that could genuinely improve the lives of young people and the professionals supporting them.
Asterya was more than a product project, it was the opportunity to design a tool that could genuinely improve the lives of young people and the professionals supporting them.
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User experience blueprint
User experience blueprint
User experience blueprint
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