Empath : Understanding Depression
Our Mission :
To make visible the symptoms of depression & to prompt empathy from those on the sidelines.
Problem Space
Depression impacts 17.3 million people in America every year. Its symptoms are debilitating but too often misunderstood by others. A lack of empathy aggravates the symptoms and hinders a person’s recovery. So, how might we design an experience that bridges the gap between those suffering from depression and those who hold negative biases in order to foster greater empathy?
*This year-long project was completed with Nick Lunt and Megan Kwiatkowski.
My role
Research
Insight synthesis
Persona
Storyboard
Illustrations
Videography
Deliverables
Physical Installation
Video
Brand Book
“17.3 million people in the United States suffer from depression”.
— 2017 National Survey on Drug Use and Health
Question : Understanding both sides, how can research into those living with depression and those watching from the sidelines support and expedite the design process?
Research
Research for Empath focused on two demographics: those experiencing depression and those on the sidelines. In order to design a solution that would improve the communication between parties, we needed to understand both experiences of depression.
Secondary research for Empath was conducted by reading scholarly articles on the depression. Primary research included user interviews for two main demographics: people with personal experiences of depression and those witness to their loved ones going through the experience. We conducted these interviews in dyads, that is with a person from each group. This structure helped us get to the core of our problem area: how do people witness to depression react to people directly experiencing it?
We found that a sense of belonging and positive interactions with others was particularly meaningful to those experiencing depression. When they noticed others harbored negative biases against them, people with depression identified this as a major obstacle to their ability to cope and recover.
On the other hand, those witness to the ravages of depression on their loved ones expressed a sense of helplessness. They felt unequipped to positively support their loved ones as they faced personal challenges.
Question : How does depression affect the person experiencing it? On the other hand, how does depression feel to the bystander?
User Interviews
Empath relied on user interviews to gain a deeper understanding of how depressions affects both the person experiencing it and the observer. Specifically, we wanted to understand the divide between the two parties.
Among the interviewees living with depression, all reported some degree of loneliness, and low self-image. In addition, all expressed a feeling of being misunderstood by others.
Among the interviewees witness to another’s experience with depression, all reported a feeling disconnected, even helpless.
What has the research revealed?
Research findings : Summary
People with depression feel isolated from others
Bystander feel unequipped to positively impact people with depression
Where does this research point to a solution?
Finding a solution
Empath seeks to narrow the divide between the people experiencing depression and those on the sidelines
Empath will focus on bystanders, as an audience who can positively impact people experiencing depression.
Question : Who are we designing for? Whose behavior do we want to influence?
Target Audience
User interviews for Empath revealed that people living with depression want to feel understood by those on the sidelines. Empath’s solution focuses on those witness to depression and leaves the treatment of individuals living with depression to medical experts.
Empath’s target audience are adults who have never experienced depression. They lack the empathy necessary to understand depression in others. Instead, they value strength and self-reliance. They are impatient with those affected, and firmly believe they can “just snap out of it if they tried”. They harbor stereotypes about individuals struggling with depression and underestimate its influence.
Question : What specific outcomes are we designing for?
Behavioral Design
Empath’s installation is rooted in behavioral design. We focused on how to shape and influence the responses of our guests for empathy. When a guest is prompted to build a puzzle, for example, we purposefully chose a 3D model without distinctive colors or flat edges. By increasing the challenge of a deceptively simple task, we designed for a sense of defeat and self-deprecation. As a result, we wanted our guests to walk in the shoes of those experiencing depression in order to abandon stereotypes and develop empathy.
Question: How will our end-product look?
Designing a Solution
Empath believes that empathy is best developed in up-close, in-person experiences. But Empath’s project’s build-window occurred during America’s initial outbreak of COVID-19. We couldn’t responsibly design an installation for in-person interaction.
Instead, Empath produced two videos:
an illustration of a person’s first-hand experience with depression
a video of a person’s journey through the physical installation
Question : Using shapes, how might we portray depression?
Making a Video - Storyboarding
Storyboarding for Empath’s videos were informed by readings and insight synthesis. Additional research included user interviews and concept mapping. The design process drew from tone words, color pallets, and mood boards. The final storyboard was created using analogue and digital sketches and animation.
Question : Using animation and color, how might we make the invisible symptoms of depression understood to an outsider?
Making a Video - Initial Illustrations
Empath’s illustration style features animations over still images. While the world bumbles along, a person suffering from depression feels separate, estranged and deeply sad. The contrast between the static background and our character’s movements portray an individual’s feelings of isolation from their surroundings. The choppy appearance of the character’s movements resemble the sometimes fragmented, altered state of mind.
Question : How to authentically represent a feeling to an outsider?
Branding
Empath believes in creating an experience true to reality and serves as a discussion-starter on depression, and how it feels. Empath’s identity is a reflection of this belief. It is candid, respectful, and authentic with an open, approachable personality. Like the product, the logo mark strikes a balance between artful representation of mental health and authenticity by pairing flowing lines with illustration and typography (Ubuntu Bold), creating a memorable mark. For more information, view the brand guidelines.
Question : If we map cognition, what will the user think and feel going through our installation? Did we hit the mark?
Physical Installation - Journey Mapping
Journey mapping for Empath revealed the importance of learning about the symptoms of depression. It also underscored the need to experience symptoms first-hand in order to elicit true empathy. The design process borrowed from these insights and directly shaped the physical installation, the video content and the website.
Question : What will the installation look and feel like to the user?
Installation Set-Up
Empath’s physical installation is a series of rooms, each host to an experience that simulates the symptoms of depression. As guests progress through the installation, they are burdened with a growing sense of ineptitude, disorientation and self-doubt. We hope the experience will put our guests into the shoes of a person living with depression and elicit empathy for its burden
Puzzle Room
The first room in Empath’s installation is designed to simulate situational depression, also known as “stress response syndrome”. When a person discovers that the puzzle is much harder to complete than anticipated, she is led to feel failure, frustration and self-doubt.
Mirror Room
This room simulates symptoms of depressive psychosis, including delusional thought patterns, hallucinations, and paranoia. Using augmented reality on an iPad screen, a person sees his facial features mimic fatigue and stress. He hears insults and sees disparaging social media pop-ups. This room simulates self-consciousness and self-loathing.
Way-finding Room
Through a virtual reality headset, a person gets a taste for bipolar depression. From a black room, the person is told to find an exit. At first, she hears voices spouting encouragement, but soon is lambasted with sarcastic, existential quibble. This room simulates confusion and disorientation.
Messy Room
The final room simulates major depression. In a virtual reality bedroom, a person must clear the space of crumpled clothing, books and strewn papers towards an exit. The task is designed without end and simulates hopelessness, restlessness and mental exhaustion.
Evaluating Our Impact
In order to understand how Empath’s impact measured up against our initial goals, we tested it with users. We sought out dads, sisters, grandmothers and friends who had known a loved one with depression. We showed them the video and asked questions via an e-survey. The outcomes showed that we had hit the mark; the video had prompted people to consider depression from another angle.
If We Could Have…
We experienced challenges building out the virtual reality segment of the installation. Initial plans to create a choose-your-own adventure experience were hampered by technical difficulties and a steep learning curve.
Further, we regret the impact COVID had on our plans. The virus caused us to pivot from a physical installation to virtual representation of the same experience.