UXL DESIGNATHON - MARCH 2025

Using art as a tool to foster community by bridging the gap between artists and audiences

TIMELINE

48 Hours

TYPE

UXL Design

Competition

TOOLS

Figma

Pen & Paper

TEAM

Solo

0 → 1 Designer

Overview

This project was created for the 2025 UXL Designathon, where we were challenged to reimagine how technology can enhance the connection between global artists and audiences. Drawing inspiration from the communal nature of traditional artistic experiences—like theater, galleries, and storytelling—I aimed to address the growing disconnect in today's digital consumption of art. While social media and online platforms have made art more accessible, they often lack the depth, dialogue, and emotional engagement found in shared, in-person moments. My goal was to design a solution that brings back that sense of connection—by transforming digital art consumption into a more interactive, collaborative, and meaningful experience for both creators and audiences.


Studio is a web app concept born from the Blueprint Designathon, designed to rekindle the communal spirit of art in our increasingly digital world. Inspired by a time when artistic experiences were shared in real time—be it through theater, galleries, or storytelling—Studio leverages modern technology to bring creators and audiences closer together.

In a world of passive scrolling and fragmented digital consumption, Studio offers a space for live art creation, interactive showcases, and ongoing dialogue between artists and their communities. Whether through real-time streams, collaborative commentary, or archived discussion threads, the platform transforms art into a tool for connection, not just consumption.

THE CHALLENGE

HMW leverage technology to promote mental health awareness and provide accessible support for students in need?

RESEARCH AND EMPATHISE

Understanding the mental health struggles of university students

To understand the needs of students, I conducted 4 interviews, sent out a survey (primary research) and analyzed online reports, articles, and forums (secondary research). These insights gathered helped define the problem space and empathize with the target users; university students aged 18-24

Academic pressure & financial stress is consistently stated as the top factors negatively impacting the mental health of university students.


SOURCE: SURVEY

"I feel too overwhelmed during times of mental distress, often don't know how to deal with it and feel hesitant to reach out for help"


SOURCE: USER INTERVIEW

The majority of students are comfortable using smartphones and digital tools for everyday tasks.


Students indicated that they would prefer using their phones for initial help-seeking, as it feels less intimidating and is easier to access.

With the research data, I created an empathy map to capture what students think, feel, say, and do within the context of mental health

DEFINE GOALS

How can student pain points convert to actionable design goals that improve mental well-being and ease access to professional help?

User Needs

  1. Awareness and Education

Design Goals (High-Low priority)

Help students gain a better understanding of mental health issues and healthy coping & prevention strategies.

  1. Combat Stigma

Help students gain a better understanding of mental health issues and healthy coping & prevention strategies.

  1. Professional Support

Help students gain a better understanding of mental health issues and healthy coping & prevention strategies.

  1. Tracking mental health and positive daily habits

Help students gain a better understanding of mental health issues and healthy coping & prevention strategies.

  1. Tailored content & confidentiality

Help students gain a better understanding of mental health issues and healthy coping & prevention strategies.