Mental Health Toolkit for Teens and Young Adults
A bilingual mobile + web toolkit for teens and young adults (ages 13–22) — visual, interactive, low-pressure — that turns "I'm not feeling great" into a pathway to clinical care, with parallel content for the caregivers and supporters in their corner.
14,250+
Downloads in pilot
73% youth, 27% caregiver "champions" — now used in every US state
40%
Increase in resiliency
Measured improvement among users engaging with the toolkit
93%
Found content meaningful
4-of-5 stars overall — strong product-market fit with the audience
Executive Summary
The Challenge: Existing mental-health tools felt clinical and impersonal. Teens and young adults disengaged before completing assessments, and there was no structural pathway from "I'm not feeling great" to actual care.
The Solution: A bilingual mobile + web toolkit centered on daily feelings tracking, mindfulness exercises, clinically-approved educational resources, and a "champions" content stream that brings caregivers along in parallel — explicitly non-clinical, with built-in screenings that redirect to real care when patterns warrant it.
The Results: A daily-engagement product the audience actually uses. 14,250+ downloads in pilot, a measured 40% increase in resiliency, 93% finding the content meaningful, and recognition from the Webby Awards and Fast Company's Innovation by Design.
Interactive Prototype
See how the app engages users
A working prototype illustrating the engagement model — tap through daily explorations, mood tracking, and pathways to care.
Mobile prototype
Mental Wellness App
Best experienced on a larger screen, or open in a new tab to view at full size.
View prototypeAbout the Client
Regional Health System
A regional health system serving a broad population — including teens and young adults (ages 13–22), a demographic that consistently disengaged from traditional clinical mental-health tools. Leadership wanted a product designed FOR the audience: built in partnership with the young people who would use it, the clinical specialists who would stand behind it, and the caregivers who would support both.
The Challenge
Teens and young adults consistently bounced off traditional digital mental-health tools. Assessment-first flows felt like paperwork. Static content libraries felt like homework. And the language of clinical screening tools — built for diagnostic precision — didn't match how this audience actually talks about how they're doing.
The health system had the clinical expertise and the care pathways. What it was missing was a front door this generation would actually walk through. Without something that felt designed for them, the system's mental-health programs were structurally disconnected from the audience most likely to need them.
And the audience itself doesn't exist in a vacuum. Teens are often supported (or pushed) by caregivers — parents, mentors, school counselors — who want to help but typically have no shared vocabulary with the young person they're trying to support. Any tool that ignored the supporter network would be solving only half the problem.
Our Approach
We started with the people the product was for, not with the clinical tools we could digitize. Co-design with teen and young-adult users — alongside the health system's clinical specialists and the caregivers who support them — set the bar: every interaction had to feel low-pressure, visual, and immediately useful.
The toolkit centers on daily feelings tracking, wellness check-ins, guided mindfulness and positivity exercises, clinically-approved educational resources, and a badge-based reward system that rewards consistency without gamifying recovery. Distinctively, it includes a parallel content stream for "champions" — usually family, friends, or other identified supporters — so caregivers learn what the young person is learning, in real time, and can support them with shared vocabulary instead of clinical jargon.
The toolkit is explicitly non-clinical and says so. It's a daily wellness tool, not therapy. But built into the experience are anxiety and depression screenings that redirect users into clinical care when patterns indicate it would help — keeping the system's actual care pathways one tap away without making the everyday experience feel like a triage workflow.
The product ships in English and Spanish, on iOS, Android, and web, so audience reach isn't gated by device or language.
Outcomes
An engagement model designed for the audience instead of adapted to it — and a structural pathway from casual daily use to clinical care when it's needed.
Designed with the audience
Co-design with teens, young adults, caregivers, and clinical specialists from day one — not user testing tacked onto the end of a build.
Measured impact
40% increase in user resiliency; 93% of users rate the content meaningful; 4-of-5 stars overall.
Champions support model
A parallel content stream for caregivers gives supporters shared vocabulary with the young person they're helping — designed in from the start, not bolted on.
Recognized for the work
Honored with a Webby Award in Health & Fitness Apps, and recognized in Fast Company's Innovation by Design as a World-Changing Idea.
Looking Ahead
What's Next
With the engagement model proven across all 50 states, the toolkit is positioned to deepen personalization, expand the champions content library, and add new clinical pathways as the program scales.
Key Takeaway
Mental-health technology for an underserved audience can't be a clinical tool with a friendlier coat of paint. It has to be designed for the audience from the first sketch, built with clinicians and caregivers at the table, and structurally honest about what it is — and isn't — so the daily product can stay light while the pathway to real care stays one tap away.
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