TIMBRE — A music application

Project Overview:

Discover of Problem Space

Music heals the soul.


  • People are aware and talk about their mental health and struggles related to it.
  • Most people are already finding alternate ways to deal with their stress and anxiety.
  • Finding affordable therapists who are relatable is a pain point for people.
  • Stigma or discrimination attached to mental illnesses presents a serious barrier.
  • Music is currently a “go-to” distraction that helps them manage their moods but is still exploring playlists, which will help them feel better.

Design Process

The approach that I used to design the application is the Double Diamond Design Process. It helped me get a more in-depth analysis of the target audience.

Explore the problem

Secondary Research
Mental health problems have rapidly been on the rise in the last few years. Following were the highlights that I found through my research:

Research findings
Synthesis of the data

How might we use music as a way to help those who don’t have access to traditional therapy to manage stress and anxiety?

Decide what to fix

After bifurcating behavior, pain points, and motivations, the next step was to slice the data into insight and theme.

First Set of Insight


Based on my above research, I would like to introduce you to Alex:

Persona created on Sketch.

Task Selection

User Stories
Using the How might we statement and considering Alex’s person and experience map, I created a set of 30 user stories under four epics to help me define my product’s function.
I chose the following epics and user stories to create my minimum viable product (MVP).

Starting to Sketch My Solution

Once I was clear on the main task flow, I took to paper and pen to sketch the possible solution. Using inspirations from other existing UI components and looking at functionalities from apps like Spotify, Apple Music, and many other mental health care applications, I started sketching out different ideas. (my focus was more on the lo-fi wireframe than the sketches)

Test Potential Solutions

After going through the ideation process above for each screen, I created the first wireframe in low-fidelity.

First Lo-fi version of the wireframe

Refine the Solution

From the feedback I received in testing Round 1, design changes were made to the prototype. I took the next iteration of wireframes to Round 2 of usability testing and continued to iterate.

Visual Identity

I wanted my mood board to depict a fun, calm, happy, light, and soft-hued vibe.

Colors to show different moods and genres within the application.

Word Mark

What’s the rationale behind the app name?
Timbre means a particular musical instrument or human voice has a different sound from another, even when they play or sing the same note.

The font is Barlow condensed — Regular. It is chic and vivid; it gives a sense of a trustworthy brand.

Hi-fidelity Prototype

Knowing the visual identity was very colorful, and the application design would have different colors for mood & genre, I needed to be careful with how I applied them. To make the UI feel colorful and fun but still focus on the content, I decided to inject the colors in the playlists’ cards.

Responsive Marketing Website

Next, I developed a Marketing website, which I think is the best way to build trust in the application. This way, people will know where to go when they want to learn more about my app and what they can expect in the future.

Multi-platform Challenge

Design Impact & Future Thinking

To further think about the design I’ve created, I used tech’s tarot cards to answer it.

Key Learnings

#1 Empathy — Put the users above everyone! Personas and empathy maps are one way to understand user needs and remind everyone of those daily powerfully.‍

What’s my next step?

The aim is to re-work the mood board to make the app’s color as per the accessibility standard — meeting the WCAG 2.0 AA guidelines for accessibility.



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Hi! I’m Neha, I'm a Product Designer based in Toronto, Ontario. I bring marketing and a creative problem-solving approach to product and experience designing.