Fika

A panic attack means shaking hands and a brain that cannot process choices. We designed Fika for that exact moment. Not after you calm down. During.

View Prototype ↗
Role UX Designer
Team Team of 4
Timeline Nov – Dec 2025
Tools Figma · Miro
Fika app home screen
The short version

A panic attack means shaking hands, racing thoughts, and a brain that cannot process choices. Most mental health apps make that worse. Fika is built for the first 30 seconds. Not after you calm down. During.

What I did

A class project for ISTE264 at RIT. As a UX designer on a team of four, I contributed across all phases: user interviews, affinity mapping, prototyping from paper to high fidelity Figma, and a five task usability study.

The outcome

100% task success rate. A critical alert failure caught and fixed before it could ship. Four design changes made directly from watching people struggle with the prototype in real time.

Mental health apps are built for the wrong moment.

During a panic attack hands are shaking and the brain cannot process choices. Opening a typical mental health app means navigating fifteen features before getting any help.

Cognitive overload illustration Cognitive overload

During a panic attack the brain cannot process choices. Complex navigation becomes impossible exactly when you need help most.

Too many choices illustration Too many choices

Most mental health apps show 15 or more features on the home screen. Every extra button is a barrier between you and help.

Wrong design defaults illustration Wrong design defaults

Notifications, bright colors, and complex menus are standard app design. During a crisis they make everything worse.

We asked what people actually do when they are panicking.

Four interviews with college students aged 18 to 22 with self-reported anxiety experiences. No clinical diagnosis required. We also ran a competitive analysis of existing mental health apps to understand what already exists and where it fails.

click a person to read their insight

Select someone from the research.

A note on scope

We interviewed 4 participants recruited through our own networks at RIT. This gave us directional confidence to begin designing — but a larger and more diverse sample would have strengthened these findings significantly.

Maya Thompson

Maya Thompson

Age 18 · BS Applied Psychology · 1st year · On-campus

"When I am anxious, I cannot think straight. I just need something simple that helps me breathe or lets someone know I am not okay."

Maya balances a full course load, part-time work, and campus life. Her anxiety spikes during transitions and exams — moments when her coping tools are least accessible.

Goals

  • Regain control quickly, even when thinking feels scattered
  • Access grounding tools that require little to no mental effort
  • Notify a trusted contact only when I choose to

Frustrations

  • Cannot recall coping strategies during peak anxiety
  • Interfaces with too many options feel unmanageable
  • Apps that require navigating menus before offering help

From paper to pixels.

Ideation sketches

Phase 01 — Ideation

Paper first. Thirteen ideas before we picked one direction.

Lo-fi wireframes

Phase 02 — Lo-fi

Structure before color. Three problems surfaced immediately.

Hi-fi prototype

Phase 03 — Hi-fi

Dark mode. Green over red. One thing to look at.

Everything worked. Until it didn't.

100% task success rate across all five tasks. But constraint success told a different story — one critical interaction failed 75% of the time, and it was the most important one in the app.

100%

task success rate across all 5 tasks

25%

constraint success on the critical safety alert — the most important interaction in the app

The Critical Finding

The safety alert disappeared in 4 seconds. 3 out of 4 participants missed it entirely.

Task 2 required participants to accept a contact alert with a single click. The alert had a 4-second timeout before disappearing. While participants were focused on the breathing animation, the alert came and went without being noticed. In a real crisis this would mean help never arrives.

What we changed.

01 resolved

Alert disappeared in 4 seconds


Contact alert stays visible until explicitly dismissed
02 resolved

No sense of time during breathing


Countdown timer added to every phase
03 resolved

Emergency mode status unclear


Persistent active indicator on breathing screen
04 resolved

Accidental exit from emergency mode


Exit redesigned with a confirmation step

Designed for the moment everything peaks.

Prototypes shown reflect final designs, refined through usability testing.

Feature 01 Home

You are safe here. One dominant button, nothing else competing for attention. Designed to be found in under five seconds with shaking hands. Green over red — a deliberate choice to signal calm not danger.

Feature 02 Breathing Exercise

Guided 4-7-8 breathing with a countdown timer on every phase. Audio cues, haptic pulses, and a visual circle that expands and contracts. Designed to be followed with eyes closed. Everything configurable in advance so nothing needs deciding mid-crisis.

Feature 03 Emergency Contact

One tap alerts a pre-configured trusted contact. Mark a favorite for priority. The contact receives a notification and sends back an ETA. Opt-in, never automatic — because research showed the fear of being a burden is stronger than the need for help.

Feature 04 Location Sharing

Share your location with a trusted contact after an alert is sent. Three settings — I decide, auto-send, or never. Never forced. Never automatic without explicit permission. This was the feature that failed in usability testing and the one we rebuilt entirely.

Feature 05 Preferences

Set everything once when calm. Dark mode for low stimulation. Guided audio off by default for public spaces. Haptic pulses on phase change. Custom breathing cycles. Alert behavior. Nothing requires a decision during a crisis because every decision was already made.

Feature 06 Profile

Mood check-ins, calm score, usage stats, and badges that build over time. Everything stays on your device — nothing leaves without your permission. A direct response to what every research participant told us they feared most about mental health apps.

See it in action.

Open Prototype ↗
01 Constraints reveal what observation misses.

The 4-second timeout only failed because we measured it with a one-click success criteria. Without the constraint it would have shipped undetected.

02 Anxiety amplifies every usability issue.

Small moments of confusion become significant barriers when cognitive load is already high. Designing for peak stress means designing for zero tolerance for ambiguity.

03 The simplest interaction was the most trusted.

The I need help now button succeeded because it asked nothing of the user. One dominant element. One action. No decisions. That is the entire design philosophy of Fika.

Expand coping options beyond breathing.

Research showed distraction is a legitimate coping mechanism. Future versions should include low-stimulation distraction tools like color hunts and object naming games.

Build location-aware behavior.

The app should behave differently at home versus in public — silent mode, reduced brightness, vibration-only alerts. Location context changes everything.

Test with a more representative sample.

Our participants had mild to moderate anxiety experiences. Testing with users who have clinical anxiety diagnoses would produce more accurate and actionable findings.

Fully implement haptics and audio.

Both are toggled in preferences but not fully realized in the prototype. Audio and haptic guidance are critical for users who cannot look at the screen mid-crisis.

Fika is not finished. But it is already better because real people used it.

End of Issue 01.
Beginning of something good.

Open to full-time roles in UX design, product design, and social media strategy. Let's talk.

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