We developed a mobile app to improve the mental well-being of the students at Erasmus University. ROOM: a library of exercises to help students navigate challenges during their university experience.


Client: Erasmus University Rotterdam
Role: Ux research and design, content design

Build a personalized toolbox. Collect the exercises that work for you and keep them in your room.

Complete up to18 self-assessments to understand yourself better and monitor how you are feeling.

Explore between 32 science based exercises to learn how to regulate your emotions

Learn ways to practice and apply what you learn, without needing to use the phone.

The solution

Students at Erasmus University were stressed, depressed and burnt out and Erasmus Univeristy wanted to implement a student wellbeing program which included and mobile tool for mental health.

The context

"In general, I feel less anxious, stressed, and helpless during my days and with my decisions. I think this due to my practising some exercises daily, others when I remind myself of them, actively seek them out in the app"

Our users say:

“I think it had a value in that stepping back, looking at your day, reflect on how I felt, and then that brings the sense of gratefulness with it - yeah, that was valuable to me”

Role: UX researcher, UX design and content design. Conducting research through interviews, focus groups, surveys, Field tests and co-design sessions. Analyzed and presented qualitative and quantitative data to guide design efforts. I designed interactions, prototyped, wireframes, designed content and tested existing designs for experience and effectiveness.

I identified that many of the negative feelings experienced by the students came from the experience of instability, change and uncertainty. Since we can't change the chaotic nature of life, we decided to focus on a tool that teaches skills for emotional regulation.

I conducted over 70 interviews, 10 group interviews, 4 surveys, 5 co-design sessions, and 30 think-aloud sessions to shape and evaluate the solution in an iterative, human-centred design process.

ROOM has been scientifically tested on around 150 users and has proven to improve the mood of our users significantly. More scientific research will be conducted on around 300 participants.

The process

Overview of thematic analysis of one of our first rounds of research

Interactive prototype made for user research

First sketch of the ROOM home screen