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

This is the end.

You've hit rock bottom of this page—literally, there’s nowhere else to scroll. But hey, our little journey doesn’t need to end here. Take a gander at some of my masterpieces. Seen 'em already? Well, did they make you wanna hire me?
They did?! Well lets chat then! Send offers and sweet nothings to vincent.gonska@gmail.com.

This is the end.

You've hit rock bottom of this page—literally, there’s nowhere else to scroll. But hey, our little journey doesn’t need to end here. Take a gander at some of my masterpieces. Seen 'em already? Well, did they make you wanna hire me?
They did?! Well lets chat then! Send offers and sweet nothings to vincent.gonska@gmail.com.

This is the end.

You've hit rock bottom of this page—literally, there’s nowhere else to scroll. But hey, our little journey doesn’t need to end here. Take a gander at some of my masterpieces. Seen 'em already? Well, did they make you wanna hire me?
They did?! Well lets chat then! Send offers and sweet nothings to vincent.gonska@gmail.com.