Anoxity: Reframing Anxiety Through Curiosity-Driven Design
Apr 1, 2025

Category: UX RESEARCH
Project Overview
Anoxity is a mobile app that reframes anxiety stigma through curiosity-driven self-discovery. It replaces clinical treatment approaches with a non-judgmental framework that helps users explore their patterns without diagnosis or medical intervention. The app provides an accessible tool for anyone experiencing anxiety, whether or not they have medical conditions requiring treatment.
This research-focused academic project, grounded in user research, clinical psychology, and neuroscience, resulted in both a functional prototype and an academic research paper that contributes to design and mental health accessibility. The app was developed from a research framework, translating insights from academic research into tangible, everyday tools for consumers.
TIMEFRAME: 16 Weeks (Spring 2025) |
TEAM: Individual Academic Project |
MY ROLE: UX Researcher, UX Designer, Interaction Designer |
SKILLS: User Research, Qualitative & Quantitative Research Method, Interaction Design, Prototyping, Academic Research |
Key Impacts:
Created a non-medical approach that breaks stigma through curiosity-based exploration
Designed a visual ring system that transforms anxious habits into observable patterns, helping users see anxiety as explorable data rather than shameful symptoms
Built a validation experience that provides self-awareness without judgment or pressure to improve
Established research context linking neuroscience to design decisions
Introduction / Background
Anoxity emerged from my Design and Mental Health class at Northeastern University. The project creates accessible mental health tools for young adults with anxiety, moving beyond traditional clinical treatment approaches.
Overarching Problem / Opportunity
The Problem: High-functioning individuals with Generalized Anxiety Disorder recognize that their hidden anxiety patterns are misinterpreted as personality traits, and their ability to reduce their anxiety is prevented by self-stigmatization.
The Challenge: Create a tool for anyone experiencing daily anxiety who wants to understand themselves better, specifically targeting people with GAD diagnoses who read self-help books and are curious about their anxious habits, not limited to those needing clinical help.
Final Solution
Anocity replaces clinical treatment with curiosity-based exploration. Anxiety becomes self-discovery, not a medical problem.
Based on Judson Brewer's research and neuroscience, the app helps users spot anxiety patterns without judgment. It turns stigma into growth opportunities.
Curiosity-Based Exploration
Users explore anxiety through self-discovery, not medical treatment
Recognize patterns without judgment or stigma
Protective Reflection Tracking
The Visual Ring System (Dartboard Visualization) created by journal entries, appears as colored rings around your profile. See patterns, not scores.
Color-coded system: Purple, green, yellow, and blue rings represent different habit categories (triggers, thoughts, physical sensations, behaviors)
Protective metaphor made visual: Each reflection adds a colored ring that literally wraps around the mind, creating tangible protective layers
Personal Validation
Validates your anxiety experience
No diagnosis needed, just a safe space to explore
Brain Science Made Simple
Educational content based on Judson Brewer's neuroscience research
Complex mental health concepts explained in simple, easy-to-understand language
Research
My goal is to transform anxiety stigma into curiosity-driven exploration. In order to do so, I dug into understanding current treatment gaps in treating anxiety and how anxiety is best approached when viewed as patterns rather than problems.
Research Methods
Anxiety Stigma Literature Review
Studied how self-stigma blocks treatment. People dismiss anxiety as temporary, not legitimate.
Neuroscience Research
Analyzed Judson Brewer's "curious awareness" and brain reward systems. Built a scientific foundation for understanding habit-free intervention.
Design Philosophy
Applied neuroscience insight: reflection works better because emotions don’t cloud learning. This guided the creation of Reflect, a journaling feature that encourages users to revisit past experiences with clarity and curiosity rather than emotional reactivity. The design transforms anxiety tracking into a process of self-discovery, using color-coded domains to help users identify patterns across thoughts, sensations, and behaviors, turning awareness into a tool for growth.
Research Foundation: Literature review of neuroscience (Brewer, Ludvig, McDannald), anxiety stigma (Issaka, Leipplassum), and brain decision-making (Levy & Glimcher, Padoa-Schioppa) grounded design in the science of how curiosity drives behavior change.
Research Insights and Definition
Synthesis Method
Literature analysis of neuroscience research, anxiety stigma studies, and clinical barriers resulted in findings that directly facilitated our design process:
Curiosity interrupts automatic anxiety patterns
Brewer's research on "curious awareness" shows that non-judgmental observation of sensations, physical sensations, and behaviors can interrupt habit loops. Anxiety isn't a character flaw; it's a learned response. Reframing anxiety as a tool (e.g., "thank you for trying to keep me safe") acknowledges its protective role while distinguishing helpful patterns from harmful ones.
"Weak-not-sick" attitude creates treatment barriers
Stigma research reveals that high-functioning young adults (12-25) internalize a "weak-not-sick" attitude or face social reinforcement positioning anxiety as temporary phases rather than legitimate concerns. When participants realize they need help, appropriate resources aren't clear or accessible. This pushes anxiety into the shadows of mental health conversations.
Anxiety manifests across interconnected domains
Neurobiological research shows anxiety appears through four interconnected domains: Thoughts (worry patterns, mind going blank), Physical Sensations (muscle tension, racing heartbeat), Behaviors (procrastination, over-preparation), and Emotions (fear, overwhelm). The environment contextualizes all domains. Understanding this interconnection reveals how mental health loops become part of identity.
Welcoming design language reduces self-stigma barriers
UX research shows clinical interfaces reinforce stigma for high-functioning users. Non-clinical language ("explore" versus "symptoms"), personalization, and welcoming aesthetics reframe anxiety as self-discovery rather than treatment. Pastel colors create calm, accessible typography that ensures readability, and the "curious habit loops" visualization translates neuroscience into tangible patterns without metrics.
Design Translation
These insights reframed the design challenge from symptom tracking to stigma reduction. Brewer's curiosity research justified observation-focused features. Stigma findings validated non-clinical language choices. The four-domain structure became the app's core architecture. Together, these insights established clear design requirements: make exploration feel like self-discovery, not treatment.
Research Analysis Tools
User Persona & Scenario
Created Alex Katz, a 22-year-old sophomore with GAD who reads self-help books and struggles with academic anxiety. I mapped their anxiety escalation sequence during a group project studying: stress leading to group project intervention based on the insights we found. This helped identify moments in which curiosity-based reflection could interrupt automatic anxiety responses.
Four-Domain Framework
I organized Thoughts, Physical Sensations, Behaviors, and Emotions as explorable categories, not clinical symptoms. This structure came directly from neurobiological research and became the core architecture of the entire app.
User Flow Sitemap
Mapped the journey from signup to curiosity exploration. This revealed where to sequence educational content and when to prompt reflection versus action.
Design
Design Ideation
I explored multiple approaches to anxiety tracking, from clinical symptom logs such as PTSD Coach to traditional mood journals with linear progress trackers and emotion graphs.
I presented prototypes, concept maps, and site maps during design critiques and feedback sessions to class to validate the four-domain framework before investing in detailed design, classmates and the professor confirmed the structure was clear. I realized users need the concept explained through experiential learning via the interface itself, not abstract definitions. Shifting from educational content to guided experiential learning made the concept immediately tangible.
The dartboard visualization became the key design breakthrough. It aligned with Brewer's research on curiosity and habit loops. The concentric ring metaphor made abstract neuroscience tangible, each reflection becoming a colored layer. This differed from traditional anxiety apps, which focus on symptom reduction metrics. Instead, we emphasize pattern observation without judgment.
Design Iterations
From Tutorial to Experience
Early wireframes included lengthy onboarding explaining Brewer's "curious awareness" framework, GAD context, and the protective layer metaphor. Testing revealed users felt overwhelmed by upfront education before understanding what the app did. Therefore, we pivoted to minimal onboarding focused on action: "What do you want to explore today?" Users learn the framework through using it, not reading about it.
Language Shift from Clinical to Exploratory
Lo-fi prototypes used "Mental Health Symptoms" and "Symptom selection," which still felt clinical and judgmental. I changed our content to "What do you want to explore today?" with domains: Physical Sensations, Behaviors, Emotions. Participants said the new framing felt "less scary" and "more curious," making the experience welcoming rather than diagnostic.
Clearer Visual Cues for the Ring Visualization
Users understood the dartboard metaphor but felt that color gaps indicated incomplete entries rather than showing which domains remain unexplored. We added prompts like "Tap to Explore" on empty sections, clarified the visualization, making domain completeness the goal clearer.
Making Reflections Optional
User flow testing revealed that participants felt pressured by the required immediate reflection after questionnaires. So, I made reflection optional with gentle prompts like "What if anxiety is just a habit of mind?" Users reported more honest, thoughtful reflections with this flexibility, reducing performance pressure.
Visual Communication Testing
Class feedback revealed bright colors felt "too energetic" and red evoked error associations, undermining the calming intent. We applied color psychology research, shifting to pastels that were tested as "calming" and "gentle," ensuring aesthetic choices supported the research goal of creating non-clinical, non-triggering experiences.
