Advancing Holistic Well-being for Emerging Generations

Empowering communities with curriculum and analytics on how to live a healthier, happier life.

Organization

Essential Skill Sets

Role

Founder (September 2020 - December 2022)

*putting on pause with the intention of circling back to this idea (as outlined
here)

Skills

Product, Data, Design & Facilitation

Overview

Emerging generations are reporting higher levels of loneliness and stress. This was an emerging trend before COVID. The pandemic only accelerated it's slope. I have seen it in my friends and have experienced it myself, so I made it my mission to do something about it.


MVP 1 (Sep. 2020 - Sep. 2021) - “How might we empower others with the knowledge of holistic well-being?” - I created an education platform for students and young professionals that teaches them about the  8 elements of holistic wellness  through microlearning - bite-sized interactions that keep Gen Z engaged on mobile platforms. There were high levels of engagement from users. I also received helpful feedback for MVP2 - users felt the curriculum could create positive impact for individuals but not for their communities.


MVP 2 (Sep. 2021 - Feb. 2022) - “How might we create more in-depth conversations around well-being for both individuals and communities?” - mobile-first education platform that incentivizes users to routinely provide insight on their wellbeing to the communities (universities or companies) that they are apart of. The data will provide community stakeholders (university administration or HR in a company) a high-level view on the well-being of their community members. Incorporating analytics for community leaders into this iteration is a direct result of user research from MVP2.


MVP3 (Feb. 2022 - Present) - "How might we create a robust curriculum of essential skills for young adults ages 18-24?" - email based curriculum that meets students where they are. Focus on microlearning and engaging content as opposed to long-form, video content with low participation rates. (See landing page.)


I am actively working through MVP3 at this time.

Screenshots of the text message course that I built for MVP1.

Challenges

  • Increased Stress & Loneliness for Gen Z
  • Gen Z has reported the highest levels of stress, the highest levels of loneliness, and the highest need for emotional support in the past year than all other generations. (Source)



  • Decreased Insight for Leaders
  • Remote work and school has distanced universities and employers from their students and employees. There are less elevator conversations and in-person events where colleagues can check-in on one another, leaving community leaders with less insight on how their people are.

Screenshots of the wireframe I'm building for MVP2.

Solutions

  • Increased Stress & Loneliness for Gen Z -> Engaging Curriculum
  • BeeWell is for Gen Z students and young professionals who want to take charge of their well-being. It is a platform that provides engaging curriculum that empowers users with the knowledge of holistic well-being.


  • Decreased Insight for Leaders -> Powerful Analytics
  • The curriculum will also incentivize users to provide updates on their wellbeing. This will allow university and company leaders to identify ways in which they can support their students and employees.

Screenshot of the landing page for MVP3.

Impact

To be updated upon completion of MVP3 user testing!

MVP2 Hypotheses


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