Pawse
Pawse is an interactive web application designed to encourage Gen Z to be more proactive about their mental health and wellness. Pawse combines fun and engaging features and personalized wellness activities to help users both track and improve their wellbeing in a way that feels supportive and rewarding.
Role
Project Manager, Full-stack Developer, Lead Designer
team
3 Developers (including myself) 3 Designers (including myself)
timeline
February - May 2024 (16 weeks)
industry
B2C
WHAT I DID
THE BRIEF
∙ LITERATURE REVIEW
∙ USER SURVEYS
∙ USER INTERVIEWS
∙ COMPETITIVE ANALYSIS
∙ USER PERSONA DEVELOPMENT
∙ WIREFRAMES AND PROTOTYPE
∙ USER TESTING
∙ DESIGN SYSTEM AND BRANDING
∙ FULL-STACK SOFTWARE ENGINEERING
When my team began working on Pawse, our goal was to create an app that would make mental wellness both accessible and engaging for Gen Z. With mental health challenges rising among younger generations, we saw an opportunity to design a product that could help people prioritize their well-being in a fun and meaningful way. After conducting thorough research, including user surveys and literature review, we identified that Gen Z not only struggles with mental health but also craves interactive and rewarding experiences that keep them engaged and interested. This insight led to the development of Pawse — a mental wellness app that combines gamification with the comfort of caring for a virtual pet.
Pawse is designed to make mental wellness feel like a fun, interactive experience. Users earn coins by completing wellness activities, such as a mood check in and an interactive diary, which they can spend on gifts for their virtual pet. The app’s playful design, with colorful visuals and gamified elements, helps make mental wellness a part of their daily routine.
Reflecting on the product journey, Pawse has successfully created a space where Gen Z can prioritize their mental wellness in an enjoyable way. The positive feedback from users shows that combining fun elements with evidence-based wellness tools can lead to long-term engagement and satisfaction. This project is a reminder of how design, when approached thoughtfully and holistically, can create solutions that not only address user needs but also promote meaningful change in the way people interact with themselves and their health.
Tools used
design PROCESS





PROBLEM CONTEXT
Gen Z is twice as likely to battle depression and feelings of hopelessness than those over 26.
COMPETITORS




RESEARCH conclusion
Our research highlights the profound mental health challenges Gen Z faces, highlighting the urgency for accessible, engaging, and relevant solutions to support their wellbeing.
Traditional mental health tools, often highly clinical and inaccessible, feel disconnected or unappealing to this generation.
design and concept inspired by
