Jose Blas

UX Lead at Univa Health

Overview

At UNIVA, I led the UX design of a dual mobile app platform to support young people recovering from eating disorders and their carers. The company’s vision was to combine clinical guidance, behaviour change theory, and engaging gamification into a supportive 20-week recovery journey.

Our goal was to deliver a product that felt safe, empowering, and emotionally engaging, while remaining clinically sound and accessible.


My Role

  • Lead UX Designer (2024–2025)
  • UX Strategy & Research
  • Product Discovery Workshops
  • Information Architecture
  • UI Design & Prototyping
  • Design System
  • Usability Testing

The Challenge

Eating disorders are deeply personal and complex. The product had to support emotional regulation, engagement, and adherence across two very different user groups:

  • Patients (ages 13–21): often sensitive to triggering content, easily overwhelmed by tracking.
  • Carers (often parents): seeking clarity, reassurance, and structured guidance.

Both apps needed to reflect a shared recovery journey, with different interfaces, tone, and features.


Discovery Process

We kicked off with extensive user research, involving:

  • Workshops with psychologists, CBT specialists, carers, and youth.
  • Mapping out clinical treatment pathways and user pain points.
  • Benchmarking digital therapeutics, mental health apps, and narrative games.

Key insights shaped our core UX pillars:

  • Progress should feel organic and non-judgmental.
  • Support must feel emotionally safe.
  • Users want personalisation without pressure.

Design Approach

The Patient App – Gamified Recovery

We created a virtual garden metaphor, where each completed activity, check-in or reflection helped the garden grow.

  • Biomes like Forest, Desert, or Mountains unlocked through module progression.
  • A Virtual Care Guide avatar offered onboarding and week-by-week encouragement.
  • Users earned “Soles” (points) to unlock items, rewards, and plants.
  • Designed with no explicit weight, food, or calorie metrics, to reduce anxiety triggers.

Garden UI


The Carer App – Structured Support

For carers, we removed gamification and focused on clarity, confidence, and empathy:

  • “What to Say” feature: a library of supportive phrases tailored to difficult emotional situations.
  • Chapters on understanding EDs, emotional communication, and treatment.
  • Sync with patient app (privacy-respecting) for visibility into progress.

Carer UI


Design System

I developed and maintained a design system, shared Figma component library across both apps:

  • Modular cards, notifications, tooltips, and avatars.
  • Designed for high contrast and accessibility (WCAG 2.1 AA).

Outcome

  • Successfully completed design of MVP for both apps.
  • Positive feedback from early testers (patients, carers, clinicians).
  • Highlighted as a promising case of digital therapeutics + gamification.

Reflection

Designing for mental health recovery is deeply human and incredibly humbling. At UNIVA, I learned how to build tools that support—not demand—change, and how thoughtful design can offer both clarity and care.



Author profile picture Jose Blas

Expert in Software & Design.


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