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

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