2019
MY ROLE:
Founder + Business development + Design researcher + UX/UI designer + fundraiser
WELL-BEING THROUGH THE ARTS
Context:
During 2019, I focused on improving emotional well-being through the arts. And how art objects trigger a positive conversation on the current emotional state in teenagers.
This research project eventually turned into a company called MAKELABS. During this period of time, I recruited a team to research and build a new scientific-based approach to enhancing mental wellbeing.
We must act now!
Credits:
Photo by Patrick Buck Unsplash
Video snippets from Youtube
Audio by Grimes - Genesis
MAKE philosophy in a clip
I clipped some snippets in Youtube and other mediums to create this short video to create awareness on the importance of emotional intelligence in teenage years.
I used Premiere Pro.
PROBLEM
Half of all mental health conditions start at the age of 14 but most cases are undetected or untreated (WHO, 2018)
Suicide is the leading cause of illness and disability among adolescents. However, it is proven that after engaging with the arts 82% of people in deprived communities in London enjoyed greater wellbeing.
The act of creation, and our appreciation of it, provides an individual experience that can have positive effects on our physical and mental health and wellbeing.
USER/AUDIENCE
14 to 22 year-olds, students that feel under a lot of stress.
After gathering 200 online surveys and doing observational and field research at Sheffield University and UCL undergrad programme we got 5 main pain points from our user.
Pain points:
When trying to sleep, things start rushing through my head.
I get annoyed at health apps that tell me off for something they set as a goal.
I can't remember my emotions over the last 2 weeks to tell my therapist.
I am too busy to remember to track emotions/steps etc. I don't want to pay for wellness apps.
CLIENT
A personal research project that evolved into a start-up.
Our clients:
Banting Institute. A Google Reference School in Mexico.
General Electric, Baker Hughes in the USA.
Our MVP (minimum viable product) with enough features to attract early-adopter customers and validate our product idea in a fast and iterative way.

Physical art material packed in a box

Different art material options depending on personality

MAKE app with audioguides and relevant content
Materials
For this project, I used a myriad of materials, software and cloud-based API’s.
For the boxes and graphics: Illustrator, SketchUp, Photoshop.
For the Audio: Premier Pro, Drive and Squarespace.
For the Video: Premiere Pro.
For the App: Marvel & Sketch.
Surveys and feedback: Typeform.
DESIGN PROCESS
User expressing himself...
Relating a totem to his feeling
Engaged audience at the office
Brainstorming
Brainswarming
and more brainswarming
Building boxes
Iterating materials and layouts
Different sizes and materials
First pilot for 50 students
Pilot with a Google Reference School
Students paired with their personalised art material
APP SUPPORTING YOU ALONG THE WAY
Depending on your personality, the art experience.
A range of different topics to choose from
Audio that guides you through the physical art experience
Your library. Have a look at your past creations
I feel that I don’t belong to “the Art World”, but I believe anyone can be an artist. In fact, I encourage everyone to be an artist. Art is a powerful tool which helps us understand ourselves better. Creativity and the act of creation provides an individual experience that can have positive effects on our physical and mental health. Social media, memes or gifs make us passive consumers, takers not makers. Be a MAKER.
— Melisa Lenero