


Project:
iKinnect
vision:
Prevent suicide, improve outcomes, and strengthen family connections for juvenile justice-involved teens by providing parents with scientifically proven techniques to help their teens better achieve their goals while reducing behavioral and mental health challenges.
Problem:
Youth involved in the juvenile justice system are alarmingly prone to suicide; over half of these young people harbor suicidal thoughts, and a third have attempted suicide. The main culprits? A lack of adequate parental supervision and consistent discipline only compound their serious behavioral issues. Furthermore, the high cost of therapy places it beyond the reach of many of these vulnerable youths.
Approach:
The initial focus for iKinnect had to be on teens entangled in the juvenile justice system and their parents. However, scalability was necessary to expand our reach—incorporating additional therapy protocols, users, and relationship dynamics. Our ultimate aim? To create a comprehensive digital therapeutic specializing in suicide prevention that extends its services beyond just juvenile demographics.
We divided our product development into strategic phases, starting with tools and coaching content to foster habits for teens and parents, followed by introducing therapy protocols addressing depression and substance use. Each phase of work had to be proven in a randomized control trial. The process kicked off with interviews involving juvenile youths, experts, and parents, leading to the development of a current state journey map. To truly uplift troubled teens, our product needed to tackle crisis moments head-on while empowering them to take control over their learning and personalize their crisis response tools.
my role:
I steered the design team and processes, spotting the work that needed doing and making sure we could deliver it not just on time, but pixel perfect. Additionally, I teamed up with my clinical cohorts to cleverly transform therapy frameworks into digital workflows, while conspiring with my engineering buddies to ensure our vision didn't just stay a pipe dream.
deliverables:
iOS & Android MVP App
Page & Component Templates
Design System
Content Authoring Guidance
Branding
team:
Kelly Koerner, PhD
Founder
Kelly Koerner, PhD
Founder
Kelly Koerner, PhD
Founder
Kelly Koerner, PhD
Founder
Linda Dimeff, PhD
Chief Science Officer
Linda Dimeff, PhD
Chief Science Officer
Linda Dimeff, PhD
Chief Science Officer
Linda Dimeff, PhD
Chief Science Officer
Cindy Schaeffer, PhD
Principal Investigators
Cindy Schaeffer, PhD
Principal Investigators
Cindy Schaeffer, PhD
Principal Investigators
Cindy Schaeffer, PhD
Principal Investigators
Sally Jessup
Project Manager
Sally Jessup
Project Manager
Sally Jessup
Project Manager
Sally Jessup
Project Manager
Vince Gonska
Lead Design
Vince Gonska
Lead Design
Vince Gonska
Lead Design
Vince Gonska
Lead Design
Jacob Lesser
Lead Engineer
Jacob Lesser
Lead Engineer
Jacob Lesser
Lead Engineer
Jacob Lesser
Lead Engineer
Emma Faubion
UX Researcher
Emma Faubion
UX Researcher
Emma
UX Designer & Researcher
Emma Faubion
UX Researcher
Hana Gosney
Designer
Hana Gosney
Designer
Hana Gosney
Designer
Hana Gosney
Designer
Alison Rourk
Clinical Advisor
Alison Rourk
Clinical Advisor
Alison Rourk
Clinical Advisor
Alison Rourk
Clinical Advisor
Bodi Hallett
Content & Video
Bodi Hallett
Content & Video
Bodi Hallett
Content & Video
Bodi Hallett
Content & Video
Initial Wires
Initial Wires
Initial Wires
Therapy Task
Following thorough research, we concluded that the optimal initial step would be to translate and design a D.B.T. skill, traditionally taught in-person and via worksheets. We began with the S.T.O.P. skill and conducted tests with users. As therapy skills form the core of the product, perfecting this aspect would provide valuable insights into the development of the remaining features. Users appreciated the combination of written, video, and interactive content, finding it effective in helping them retain information and apply the skills in real-world situations.
Therapy Task
Following thorough research, we concluded that the optimal initial step would be to translate and design a D.B.T. skill, traditionally taught in-person and via worksheets. We began with the S.T.O.P. skill and conducted tests with users. As therapy skills form the core of the product, perfecting this aspect would provide valuable insights into the development of the remaining features. Users appreciated the combination of written, video, and interactive content, finding it effective in helping them retain information and apply the skills in real-world situations.
Therapy Task
Following thorough research, we concluded that the optimal initial step would be to translate and design a D.B.T. skill, traditionally taught in-person and via worksheets. We began with the S.T.O.P. skill and conducted tests with users. As therapy skills form the core of the product, perfecting this aspect would provide valuable insights into the development of the remaining features. Users appreciated the combination of written, video, and interactive content, finding it effective in helping them retain information and apply the skills in real-world situations.
















































Keeping Teens on Task
The next flow we designed for user testing was the Gameplan. Think of it as a habit-forming list of challenges, either dished out by the parent or pulled from the therapy playbook. A point system was baked right into the Gameplan, giving teens a little dose of motivation into knocking out their daily challenges. With a couple of M.V.P. flows under our belts, we began creating additional secondary flows and drafting our documentation for peer review.
Keeping Teens on Task
The next flow we designed for user testing was the Gameplan. Think of it as a habit-forming list of challenges, either dished out by the parent or pulled from the therapy playbook. A point system was baked right into the Gameplan, giving teens a little dose of motivation into knocking out their daily challenges. With a couple of MVP flows under our belts and positive feedback, we began creating additional secondary flows to draft our documentation for peer review.
Keeping Teens on Task
The next flow we designed for user testing was the Gameplan. Think of it as a habit-forming list of challenges, either dished out by the parent or pulled from the therapy playbook. A point system was baked right into the Gameplan, giving teens a little dose of motivation into knocking out their daily challenges. With a couple of M.V.P. flows under our belts, we began creating additional secondary flows and drafting our documentation for peer review.
Keeping Teens on Task
The next flow we designed for user testing was the Gameplan. Think of it as a habit-forming list of challenges, either dished out by the parent or pulled from the therapy playbook. A point system was baked right into the Gameplan, giving teens a little dose of motivation into knocking out their daily challenges. With a couple of M.V.P. flows under our belts, we began creating additional secondary flows and drafting our documentation for peer review.
















Design Document
Design Document
Design Document
Peer Reviewed & Approved
We developed a Design Document that outlined a narrative showcasing how iKinnect interacts within the dynamic between a teen, their parent, and instances of suicidal ideation. This narrative captured a detailed day in the life—from waking up to going to bed—highlighting how iKinnect provides support at critical moments throughout the day. The primary aim of this document was to help our clinical peers grasp the value of iKinnect and to invite their contributions to enhance the platform.
We whipped up two Design Documents that dive deep into how our product meshes with the user, their relationships, and their ideations. I'd be thrilled to walk you through the details in a case study session.
Peer Reviewed & Approved
We developed a Design Document that outlined a narrative showcasing how iKinnect interacts within the dynamic between a teen, their parent, and instances of suicidal ideation. This narrative captured a detailed day in the life—from waking up to going to bed—highlighting how iKinnect provides support at critical moments throughout the day. The primary aim of this document was to help our clinical peers grasp the value of iKinnect and to invite their contributions to enhance the platform.
We whipped up two Design Documents that dive deep into how our product meshes with the user, their relationships, and their ideations. I'd be thrilled to walk you through the details in a case study session.
Peer Reviewed & Approved
We developed a Design Document that outlined a narrative showcasing how iKinnect interacts within the dynamic between a teen, their parent, and instances of suicidal ideation. This narrative captured a detailed day in the life—from waking up to going to bed—highlighting how iKinnect provides support at critical moments throughout the day. The primary aim of this document was to help our clinical peers grasp the value of iKinnect and to invite their contributions to enhance the platform.
We whipped up two Design Documents that dive deep into how our product meshes with the user, their relationships, and their ideations. I'd be thrilled to walk you through the details in a case study session.








UI Refresh
UI Refresh
UI Refresh
Original Look & Feel
We got a ton of feedback on our existing product, pretty much telling us that our current U.I. was a bit of a downer. Users made it clear: they didn't want the design to wallow in their misery with them; they were looking for something a bit more upbeat.
Original Look & Feel
We got a ton of feedback on our existing product, pretty much telling us that our current U.I. was a bit of a downer. Users made it clear: they didn't want the design to wallow in their misery with them; they were looking for something a bit more upbeat.
Original Look & Feel
We got a ton of feedback on our existing product, pretty much telling us that our current U.I. was a bit of a downer. Users made it clear: they didn't want the design to wallow in their misery with them; they were looking for something a bit more upbeat.




















Mood Boards
When crafting mood boards to visualize optimism, we aimed to subtly evolve our brand. We created three versions using similar color palettes but varied in brightness and tone. Ultimately, users favored the bright palette for its balanced mix of rich colors and ample white space.
Mood Boards
When crafting mood boards to visualize optimism, we aimed to subtly evolve our brand. We created three versions using similar color palettes but varied in brightness and tone. Ultimately, users favored the bright palette for its balanced mix of rich colors and ample white space.
Mood Boards
When crafting mood boards to visualize optimism, we aimed to subtly evolve our brand. We created three versions using similar color palettes but varied in brightness and tone. Ultimately, users favored the bright palette for its balanced mix of rich colors and ample white space.












Onboarding
Onboarding
Onboarding
Onboarding Teens & Parents
In the onboarding process, users get a quick rundown of the app, the Gameplan, and the challenges. They'll poke around the three types of challenges, toss in one of each, and punch in wake and sleep times for their teen—these times just set the clock for those automated messages that nudge them to start their day or wind down.
Onboarding Teens & Parents
In the onboarding process, users get a quick rundown of the app, the Gameplan, and the challenges. They'll poke around the three types of challenges, toss in one of each, and punch in wake and sleep times for their teen—these times just set the clock for those automated messages that nudge them to start their day or wind down.
Onboarding Teens & Parents
In the onboarding process, users get a quick rundown of the app, the Gameplan, and the challenges. They'll poke around the three types of challenges, toss in one of each, and punch in wake and sleep times for their teen—these times just set the clock for those automated messages that nudge them to start their day or wind down.








































The Gameplan
The Gameplan
The Gameplan
Rundown of the Gameplan
In the Gameplan Tab, users can quickly view today's challenges, laid out like your typical calendar, with All Day Challenges and the rest ticking away in a neat, linear timeline. Plus, users can toss in new challenges, peek at the recurring ones, and get nudged by notifications about challenges that are coming up, running late, or just getting a fresh update.
The main goal here? The Gameplan is all about improving discipline and accountability for teens and traceability for parents, making sure they can keep tabs on their kids' progress without breaking a sweat. Users also start to see a sweet correlation between knocking out these challenges and an uptick in their overall well-being—like turning life's little to-dos into feel-good wins.
Rundown of the Gameplan
In the Gameplan Tab, users can quickly view today's challenges, laid out like your typical calendar, with All Day Challenges and the rest ticking away in a neat, linear timeline. Plus, users can toss in new challenges, peek at the recurring ones, and get nudged by notifications about challenges that are coming up, running late, or just getting a fresh update.
The main goal here? The Gameplan is all about improving discipline and accountability for teens and traceability for parents, making sure they can keep tabs on their kids' progress without breaking a sweat. Users also start to see a sweet correlation between knocking out these challenges and an uptick in their overall well-being—like turning life's little to-dos into feel-good wins.
Rundown of the Gameplan
In the Gameplan Tab, users can quickly view today's challenges, laid out like your typical calendar, with All Day Challenges and the rest ticking away in a neat, linear timeline. Plus, users can toss in new challenges, peek at the recurring ones, and get nudged by notifications about challenges that are coming up, running late, or just getting a fresh update.
The main goal here? The Gameplan is all about improving discipline and accountability for teens and traceability for parents, making sure they can keep tabs on their kids' progress without breaking a sweat. Users also start to see a sweet correlation between knocking out these challenges and an uptick in their overall well-being—like turning life's little to-dos into feel-good wins.









Completing Challenges
Users receive three reminders every 15 minutes, and if they ignore them, the app will tag the challenge as "missed." Geofencing kicks in for tasks tied to specific locations; when a teen reaches a place like a school, both the teen and the parent get notified. Users can manually mark a challenge as complete if they feel on top of things. Missed a challenge? No problem. The app provides D.B.T. skills to help users get back on track and even offers coaching for parents on how to handle the conversation when their teen returns home.
Completing Challenges
Users receive three reminders every 15 minutes, and if they ignore them, the app will tag the challenge as "missed." Geofencing kicks in for tasks tied to specific locations; when a teen reaches a place like a school, both the teen and the parent get notified. Users can manually mark a challenge as complete if they feel on top of things. Missed a challenge? No problem. The app provides D.B.T. skills to help users get back on track and even offers coaching for parents on how to handle the conversation when their teen returns home.
Completing Challenges
Users receive three reminders every 15 minutes, and if they ignore them, the app will tag the challenge as "missed." Geofencing kicks in for tasks tied to specific locations; when a teen reaches a place like a school, both the teen and the parent get notified. Users can manually mark a challenge as complete if they feel on top of things. Missed a challenge? No problem. The app provides D.B.T. skills to help users get back on track and even offers coaching for parents on how to handle the conversation when their teen returns home.
















Creating Challenges
Challenges are designed to help form habits and can vary widely—from tasks generated by the app, like stocking the Crisis Kit, to engaging in therapy activities or even challenges set by a parent or another supportive figure. Users also have the flexibility to self-assign these challenges. Challenges come with automatic reminders tied to the event's start and end time.
Creating Challenges
Challenges are designed to help form habits and can vary widely—from tasks generated by the app, like stocking the Crisis Kit, to engaging in therapy activities or even challenges set by a parent or another supportive figure. Users also have the flexibility to self-assign these challenges. Challenges come with automatic reminders tied to the event's start and end time.
Creating Challenges
Challenges are designed to help form habits and can vary widely—from tasks generated by the app, like stocking the Crisis Kit, to engaging in therapy activities or even challenges set by a parent or another supportive figure. Users also have the flexibility to self-assign these challenges. Challenges come with automatic reminders tied to the event's start and end time.




























Wellness Check-Ins
Wellness Check-Ins
Wellness Check-Ins
Checking in Daily
The Daily Check-In is designed to connect with users in their current state and pose a few questions about their well-being. Based on their responses, we suggest practicing specific skills that benefit their circumstances.
Checking in Daily
The Daily Check-In is designed to connect with users in their current state and pose a few questions about their well-being. Based on their responses, we suggest practicing specific skills that benefit their circumstances.
Checking in Daily
The Daily Check-In is designed to connect with users in their current state and pose a few questions about their well-being. Based on their responses, we suggest practicing specific skills that benefit their circumstances.
























Checking in Weekly
Once a week, the app conducts a check-in with the user using a D.A.S.S. questionnaire and a heatmap to track and visualize their wellness progress.
Checking in Weekly
Once a week, the app conducts a check-in with the user using a D.A.S.S. questionnaire and a heatmap to track and visualize their wellness progress.
Checking in Weekly
Once a week, the app conducts a check-in with the user using a D.A.S.S. questionnaire and a heatmap to track and visualize their wellness progress.












Care Paths
Care Paths
Care Paths
Thereapy Protocol Architecture
From the insights and feedback gathered during early testing and peer reviews, we pinpointed the essential structure for "Therapy Activities" and the associated parent grouping, "Care Paths." Users were particularly drawn to the brief introductory teasers on the activity cards, which encouraged them to click for more details. These cards led to a detailed description explaining the purpose and benefits of the activity.
This was followed by a video outlining the activity's procedures and approach. The interactive portion then engaged users in the activity itself. Concluding the experience, a wrap-up provided future expectations or additional tips for progress. Creating this modular and templated system was vital for enhancing user experience and simplifying development and content creation.
Thereapy Protocol Architecture
From the insights and feedback gathered during early testing and peer reviews, we pinpointed the essential structure for "Therapy Activities" and the associated parent grouping, "Care Paths." Users were particularly drawn to the brief introductory teasers on the activity cards, which encouraged them to click for more details. These cards led to a detailed description explaining the purpose and benefits of the activity.
This was followed by a video outlining the activity's procedures and approach. The interactive portion then engaged users in the activity itself. Concluding the experience, a wrap-up provided future expectations or additional tips for progress. Creating this modular and templated system was vital for enhancing user experience and simplifying development and content creation.
Thereapy Protocol Architecture
From the insights and feedback gathered during early testing and peer reviews, we pinpointed the essential structure for "Therapy Activities" and the associated parent grouping, "Care Paths." Users were particularly drawn to the brief introductory teasers on the activity cards, which encouraged them to click for more details. These cards led to a detailed description explaining the purpose and benefits of the activity.
This was followed by a video outlining the activity's procedures and approach. The interactive portion then engaged users in the activity itself. Concluding the experience, a wrap-up provided future expectations or additional tips for progress. Creating this modular and templated system was vital for enhancing user experience and simplifying development and content creation.
Enter
Entry Point
A card functions as the gateway to the "Therapy Activity," offering a concise introduction to guide users into the activity.
Enter
Entry Point
A card functions as the gateway to the "Therapy Activity," offering a concise introduction to guide users into the activity.
Enter
Entry Point
A card functions as the gateway to the "Therapy Activity," offering a concise introduction to guide users into the activity.
Step 1
Purpose & Benefit
This description outlines the nature of the activity, its significance, and its potential influence on an individual's wellbeing, illustrating how it can positively affect their overall health and wellness.
Step 1
Purpose & Benefit
This description outlines the nature of the activity, its significance, and its potential influence on an individual's wellbeing, illustrating how it can positively affect their overall health and wellness.
Step 1
Purpose & Benefit
This description outlines the nature of the activity, its significance, and its potential influence on an individual's wellbeing, illustrating how it can positively affect their overall health and wellness.
Step 2
Video Walkthrough
A video that guides the user on how to engage with the therapy activity effectively, ensuring its success and reinforcing its benefits.
Step 2
Video Walkthrough
A video that guides the user on how to engage with the therapy activity effectively, ensuring its success and reinforcing its benefits.
Step 2
Video Walkthrough
A video that guides the user on how to engage with the therapy activity effectively, ensuring its success and reinforcing its benefits.
Step 3
Worksheet
The worksheet is the interactive part of the activity, where the user answers questions derived from DBT, CBT, and other therapeutic frameworks. This section is designed with a set of flexible components that can accommodate any type of worksheet.
Step 3
Worksheet
The worksheet is the interactive part of the activity, where the user answers questions derived from DBT, CBT, and other therapeutic frameworks. This section is designed with a set of flexible components that can accommodate any type of worksheet.
Step 3
Worksheet
The worksheet is the interactive part of the activity, where the user answers questions derived from DBT, CBT, and other therapeutic frameworks. This section is designed with a set of flexible components that can accommodate any type of worksheet.
Step 4
Wrap Up
As we conclude a activity, we set expectations, inform the user about where their outputs lives within the app, and provide some positive reinforcement for their openness and engagement.
Step 4
Wrap Up
As we conclude a activity, we set expectations, inform the user about where their outputs lives within the app, and provide some positive reinforcement for their openness and engagement.
Step 4
Wrap Up
As we conclude a activity, we set expectations, inform the user about where their outputs lives within the app, and provide some positive reinforcement for their openness and engagement.
Enter
Entry Point
A card functions as the gateway to the "Therapy Activity," offering a concise introduction to guide users into the activity.
Step 1
Purpose & Benefit
This description outlines the nature of the activity, its significance, and its potential influence on an individual's wellbeing, illustrating how it can positively affect their overall health and wellness.
Step 2
Video Walkthrough
A video that guides the user on how to engage with the therapy activity effectively, ensuring its success and reinforcing its benefits.
Step 3
Worksheet
The worksheet is the interactive part of the activity, where the user answers questions derived from DBT, CBT, and other therapeutic frameworks. This section is designed with a set of flexible components that can accommodate any type of worksheet.
Step 4
Wrap Up
As we conclude a activity, we set expectations, inform the user about where their outputs lives within the app, and provide some positive reinforcement for their openness and engagement.




























Content Discovery
Content Discovery
Content Discovery
Exploring Stories & Skills
The Discover Tab is a resource for users to connect with stories from fellow survivors, helping them feel less isolated. It offers access to comforting videos, exercises, and every skill and coaching video embedded within the Care Path.
Exploring Stories & Skills
The Discover Tab is a resource for users to connect with stories from fellow survivors, helping them feel less isolated. It offers access to comforting videos, exercises, and every skill and coaching video embedded within the Care Path.
Exploring Stories & Skills
The Discover Tab is a resource for users to connect with stories from fellow survivors, helping them feel less isolated. It offers access to comforting videos, exercises, and every skill and coaching video embedded within the Care Path.




















RCT Outcomes
RCT Outcomes
RCT Outcomes
After building the phase one app, we conducted a month-long clinical R.C.T. with teens and parents. Research assistants onboarded them and they lived with the app in a real way, developing Gameplans and Challenges to meet their specific needs and relying on coaching content when the need arose.
After building the phase one app, we conducted a month-long clinical R.C.T. with teens and parents. Research assistants onboarded them and they lived with the app in a real way, developing Gameplans and Challenges to meet their specific needs and relying on coaching content when the need arose.
After building the phase one app, we conducted a month-long clinical R.C.T. with teens and parents. Research assistants onboarded them and they lived with the app in a real way, developing Gameplans and Challenges to meet their specific needs and relying on coaching content when the need arose.
Participation
Participation
Participation
44
Participants
22
Teens
22
Parents
Utilization
Utilization
Utilization
91.5%
used the app 3 to 5 times a week
91%
Teens
92%
Parents
Helpfulness
Helpfulness
Helpfulness
4.45
out of 5 on a scale of not helpful to very helpful
4.4
Teens
4.5
Parents
Participation
44
Participants
22
Teens
22
Parents
Participation
91.5%
used the app 3 to 5 times a week
91%
Teens
92%
Parents
Participation
4.45
out of 5 on a scale of not helpful to very helpful
4.4
Teens
4.5
Parents