01 / Selected work · Product design

Little Steps

A supportive mobile experience helping children and teenagers navigate social anxiety, one small step at a time.

Designed with research, empathy, and iterative refinement at its core.

Little Steps mobile app, purple character illustrations and phone interface screens
Little Steps / Product experience
ProjectLittle Steps
FocusUX research · Mobile app design
ContextSheba Hospital · Ramat Gan, Israel
01 / Overview

Making support feel approachable.

Little Steps is a mobile app concept designed to support children and teenagers experiencing social anxiety. The goal was to make everyday social situations feel more manageable through guidance, encouragement, and an experience that feels safe to use.

Developed in the context of Sheba Hospital in Ramat Gan, Israel, the project explored challenges intensified by the pandemic. Research and iterative design helped shape a supportive digital environment tailored to younger users.

02 / The challenge

Help without making children feel like they need help.

Social anxiety can make ordinary interactions, from speaking to classmates to asking a teacher a question, feel overwhelming. The experience also needed to account for the hesitation some young people feel about acknowledging anxiety or seeking support.

Illustration of two people considering a target, representing the challenge of taking a first step
01
People navigating an obstacle together

Make the first step easier

Lower the emotional barrier to opening up and engaging with support.

02
Two people supporting each other

Build confidence gradually

Offer guidance for everyday situations and celebrate small achievements.

03
A parent supporting a child

Keep it welcoming

Create a friendly, age-appropriate experience that encourages return visits.

03 / Research

Listening before designing.

To understand what younger users might need from a digital support tool, I conducted interviews with children and teenagers aged 10–18 and developed personas to explore different experiences, motivations, and barriers.

The research highlighted a tension: users wanted help navigating social situations, but some were uncomfortable discussing anxiety or engaging with something that felt like formal treatment.

Two people sitting together during an interview

Percentages are drawn from the original project interviews. Sample size and methodology were not provided, so these are exploratory findings, not population-level statistics.

RESEARCH TAKEAWAYSupport needs to feel approachable before it can feel useful.

Interview themes pointed toward privacy, a friendly tone, and a low-pressure entry point.

Designer examining a connected needs map, illustrating the research process

Other responses suggested gaps in awareness and willingness to try new approaches: 15% did not know what social anxiety was, 25% were hesitant to try a new method, and 35% wanted more information before trying one.

04 / Personas

Two perspectives. Different needs.

These personas helped translate interview themes into concrete design considerations. They represent scenarios used during the design process, not individual clinical profiles.

Noah David

13 · Tel Aviv
Noah persona illustration, a boy pointing to the side

Wants to feel more confident without being singled out.

ConfidenceProgressAutonomy

Noah enjoys video games and spending time with close friends. Since the pandemic, group activities have become more difficult, and he worries about being judged.

Needs

  • Practical strategies for social situations.
  • Progress tracking and recognition of small wins.
  • Encouragement without pressure.

Barriers

  • Hesitant to try unfamiliar methods.
  • Uncomfortable talking to adults about anxiety.
  • Struggles to stay motivated over time.

Ava Johnson

10 · Ramat Gan
Ava persona illustration, a girl jumping with her arms raised

Needs a gentle way to express what is hard to say.

ExpressionReassuranceRoutine

Ava loves drawing and spending time with school friends. After the pandemic, social situations and making new friends began to feel more intimidating.

Needs

  • Simple tools to recognize and manage feelings.
  • A safe way to express emotions.
  • Reassurance and positive feedback.

Barriers

  • Difficulty explaining what she feels.
  • Hesitation opening up to family and friends.
  • Difficulty maintaining new routines.
05 / Insights

From research to design principles.

THREE CONNECTIONS BETWEEN RESEARCH AND INTERFACE

01 / FINDING

Talking about anxiety can feel uncomfortable.

↓DESIGN RESPONSEEmotion stickers and character-based expression
02 / FINDING

Starting something unfamiliar takes confidence.

↓DESIGN RESPONSEGentle onboarding and everyday guidance
03 / FINDING

Motivation can fade over time.

↓DESIGN RESPONSEVisible progress and small achievable steps
01 / Guidance

Make daily interactions less daunting.

Offer accessible guidance for situations involving friends, family, and teachers.

02 / Trust

Make it easier to open up.

Use a reassuring tone and create space for children to express emotions at their own pace.

03 / Familiarity

Speak their visual language.

Explore character customization, stickers, and familiar messaging patterns.

04 / Motivation

Recognize small progress.

Support ongoing engagement through encouragement rather than pressure.

06 / Visual language

Friendly, not childish. Supportive, not clinical.

The app needed to feel approachable enough for children to use naturally. Stickers and expressive elements became a way to make emotions easier to communicate without always relying on words.

Sticker exploration

Visual development
Confused sticker card (static)Confused face
Frustrated sticker card (static)Frustrated face
Happy sticker card (static)Happy face
Emotional-expression sticker exploration
07 / Structure

Turning guidance into an experience.

With the core needs defined, the next step was to structure how children would move through the experience, from understanding how they feel to finding relevant support.

User flow

Information architecture
User flow diagram showing app onboarding, treatment options, profile setup, and connected support
User flowHover to enlarge

Wireframes

Interaction design
First sequence of three black-and-white mobile wireframes
Second sequence of three black-and-white mobile wireframes
Third sequence of three black-and-white mobile wireframes
08 / Interface

The product, up close.

The resulting interface brings together guidance, emotional expression, and a visual tone intended to feel welcoming to younger users.

Major screens

Final UI
Annotated major screens for progress, character customization, and questionnaires
Major screens / Feature anatomy
09 / Reflection

What this project taught me.

01

Start with real needs.

Interviews helped surface barriers that a purely visual design process might have missed.

02

Design for emotional safety.

Empathy and reassurance need to be built into the tone, interactions, and overall experience.

03

Make guidance actionable.

Practical support for everyday situations matters more than abstract information alone.

04

Think beyond the screen.

Parents, teachers, and schools can be important parts of a wider support system.

05

Design for different starting points.

Users vary in confidence, familiarity, and willingness to engage with support.

06

Keep iterating.

Feedback and refinement are essential when designing for evolving needs and sensitive contexts.

This is a design concept and case study, not a claim of clinically validated treatment effectiveness.

Final Little Steps mobile interface screens on a muted pink background, with designer and Sheba Hospital credits
Little Steps / Closing visual
Enlarged user flow