PhoenixRise

Building academic resilience through practice and AI feedback

Five PhoenixRise app screens showing a welcome and resilience screen, academic challenge questions, an academic burnout explanation, and a gratitude journal home screen.

Curious about the project?

Background

PhoenixRise is an app that helps university students build resilience and overcome academic burnout.

The idea grew from my own experience with academic burnout and seeing friends struggle with it, too. It inspired me to explore how we could better support students through that challenge.

I developed PhoenixRise independently, from research through design and testing prototypes with students to building the app in React Native with AI feedback.

Jump to the prototype
University students studying together, with one student looking tired from academic stress.

Opportunity

How could we help students overcome academic burnout?

Through research, I saw an opportunity to help students handle academic challenges. That way, they would feel less overwhelmed because they know how to tackle them.

A student thinking through an academic challenge at her desk.

Solution

Help students build resilience through reflection and practice.

Research on reducing burnout led me toward cognitive-behavioral techniques [1]. These strategies help people practice better ways to overcome difficult situations.

I turned this research into 3 features. Students reflect on positive moments, practice different scenarios, then apply what they learned.

PhoenixRise Daily Gratitudes screen encouraging students to write down positive moments.

Build positive mindset

Reflect on what they’re grateful for to focus on the good in their lives.

Why gratitude
PhoenixRise challenge screen showing response choices and supportive feedback.

Practice better responses

Choose the most helpful response and learn why it works.

Why practice
PhoenixRise AI feedback screen helping a student practice a response to an academic challenge.

Learn from AI feedback

Write your own response and get personalized feedback.

Why AI feedback

Defining the Problem

I wanted to understand how other students experienced academic burnout.

I explored discussions on Reddit to learn how it affected their studies.

A student describes struggling to restart thesis work after months of burnout. A graduate describes continuing to feel burned out after college. A student describes anxiety, oversleeping, procrastination, and declining grades.

Competitor Analysis

Feature comparison of Headspace, Calm, Insight Timer, Waking Up, and Smiling Mind across stress management, theory, motivation, personalization, and academic strategies.

Exploring the Solutions

I wanted to understand how to help students manage academic burnout.

I explored academic articles on reducing academic burnout and making practice more engaging.

Research finding that gamified mobile apps can support well-being and mental health and may improve motivation and retention. Research caution that gamified interventions may encourage excessive gaming and gaming disorder. Research describing cognitive techniques that change thought patterns and support more adaptive behaviors.

Design Goals

Based on the research, I set two goals to help students handle academic challenges.

Learn better ways to respond

Research showed how coping strategies could help reduce academic burnout [2]. I aimed to provide resources to help students handle academic challenges.

To achieve this, I explored articles and videos so students could choose how to learn these strategies.

Two learning wireframes: a resource list with learning filters and a video topics page.

Apply what they learn

Research also showed that learning from resources alone might not be enough [3]. I aimed to help students practice strategies for academic challenges.

I explored multiple-choice and open-ended questions to give students different ways to practice.

Two practice wireframes: one with multiple-choice responses and one with an open-ended answer field.

User Feedback

Students tested my lo-fi wireframes, and I discovered two ways to improve Practice.

Making academic challenges easier to approach

Students found coursework difficult during burnout and worried Practice would feel too hard. This showed that they needed something easier to start with.

Responding to different approaches

I gave students the same academic challenge and asked how they would handle it. Their different approaches showed me that feedback needed to be tailored to each answer.

User Flow

User flow showing onboarding and daily gratitude leading into multiple-choice or open-ended practice, with feedback and a next-challenge loop.

Design Rationale

Introducing burnout through storytelling

Adding a story helps increase engagement in an educational game [5]. This inspired me to introduce burnout through a story before explaining the activities.

The story is about a phoenix that rises to help students overcome burnout. It is introduced as a companion that guides students through the activities.

Two story screens introduce a phoenix rising from fire and meeting students.

Making gratitude easy to start

Students are more likely to experience negative emotions during burnout. So, I added gratitude writing as a way to boost their positive emotions [4].

I added three short prompts for students to share what they’re grateful for. If they’re unsure what gratitude means, they can open the tooltip for an explanation.

Daily Gratitudes screens show three gratitude prompts and an explanatory tooltip.

Preparing students to write their responses

Writing answers with feedback helps people remember better than choosing an answer [6]. I wanted students to recognize effective strategies and practice forming their own responses.

I added multiple-choice questions as a warm-up. Students then write their answers in open-ended questions to get personalized feedback.

Practice screens show a multiple-choice response with feedback and an open-ended answer with personalized feedback.

Gamification

Interactive Challenges

Completing scenarios successfully could help students build confidence [3]. I wanted students to start with manageable challenges before tackling harder ones.

I also designed different academic scenarios so students can practice various strategies.

Two interactive challenge scenarios featuring Viktor and Annie describing academic setbacks.

Progress & Achievement

Seeing progress can help people reach their goals [7]. So I wanted students to see their results after each practice session.

I paired these results with an encouraging message to recognize their effort. This aimed to motivate them to keep practicing, even after a lower score.

A progress summary celebrates completed challenges and shows duration and accuracy.

AI Development

I built AI feedback that responds to how each student answers each academic challenge.

I connected PhoenixRise to OpenAI’s GPT-3.5 Turbo through a Node.js/Express server I built. The app sends the answer and scenario to my server. The server then requests feedback from OpenAI, keeping the API key out of the app. I aim to provide supportive feedback that explains why a response might or might not help.

Matching feedback to the challenge

Without knowing the academic challenge, the AI could give misleading feedback. Therefore, I sent each student’s answer with its scenario to help the AI give more relevant feedback.

Server code sends the student's answer and the academic scenario together for relevant AI feedback.

Setting the AI’s tone

I gave the AI examples of supportive feedback to guide its tone. I instructed the AI to recognize effort and suggest a next step using simple language.

Prompt instructions set a supportive tone, avoid harsh feedback, and use simple language.

Showing feedback based on the answer

I instructed the AI to provide feedback and a hidden score for each answer. If they score 85 or higher, it explains why the answer works. Otherwise, it explains the problem and suggests a better strategy.

Code checks the AI feedback score to decide whether to praise the response or suggest improvement.

Usability Testing

Participants
5 students (3 initial, 2 follow-up)
Method
In-person moderated
Duration
30 minutes each
Tasks
Onboarding, Gratitude, and Practice

I tested whether first-time users could understand the app without my guidance.

I asked participants to explain the app’s purpose, write their gratitudes, and complete academic challenges. I recruited 3 SFU students through social media and in a campus study space.

I ran each session in person on my phone without explaining the app. This helped me see where students got stuck on their own. After each task, I asked follow-up questions and took notes to understand their action. I then compared their answers to find common problems and decide what to improve.

Making burnout relatable

Some students thought the phoenix was burnout. This distracted them from understanding burnout and how it affects their studies.

I replaced the fantasy story with a student’s experience before and during burnout. This gave students a clearer example of burnout and context for how this app could help.

Before and after onboarding screens: a phoenix story is replaced with a student sharing his burnout experience.

Explaining the purpose

Some students were new to gratitude and took a long time to decide what to write. Learning what gratitude is and why it matters on the same screen felt overwhelming.

I split the explanation into two pop-ups explaining what gratitude is and why it matters. This helped students understand gratitude faster, so they could start writing easily.

Before and after gratitude screens separate the definition of gratitude from the explanation of its benefits.

Making feedback more supportive

Students were confused when their answers were marked incorrect. They explained why it felt helpful to them, even if they weren’t the best option.

I revised the feedback to acknowledge their reasoning and suggest a better approach. This helps students understand why another approach could work better.

Before and after challenge screens show feedback revised to acknowledge the student's reasoning and suggest a better response.

Making feedback clearer

The AI’s headline made students think ineffective answers were correct. They didn’t realize the problem was explained in the smaller text.

I revised the headline to acknowledge their reasoning and explain the problem. This helps students see what to improve and use the hint to revise their answer.

Before and after open-ended response screens clarify when an answer needs improvement and provide a supportive hint.

Prototype

What I Learned

Understand why students chose an answer

Students had good reasons why answers I considered less effective still worked for them. I learned to acknowledge their reasoning before explaining what could work better.

Use research to guide decisions

Academic articles helped me feel more confident about how my designs could support students’ needs. I learned to use evidence to explain why I included each feature and how it could help.

Keep gamification simple and meaningful

I learned to question whether each game element supported learning or distracted from it. Therefore, I chose a few elements to encourage practice without adding pressure.

Future Steps

Refine AI feedback through testing

Test multiple-choice and AI feedback with more students. This will show whether students understand the feedback and can apply it.

Test their learning

Add a quiz with new academic challenges. This will show how students apply what they learned without hints or guidance.

Expand academic scenarios

Use AI to draft more scenarios and review their relevance. These will give students more academic challenges to practice.

References

List of references

[1] Madigan, D. J., Kim, L. E., & Glandorf, H. L. (2024). Interventions to reduce burnout in students: A systematic review and meta-analysis. European Journal of Psychology of Education, 39, 931–957. https://doi.org/10.1007/s10212-023-00731-3

[2] Cheng, C., & Ebrahimi, O. V. (2023). A meta-analytic review of gamified interventions in mental health enhancement. Computers in Human Behavior, 141, 107621. https://doi.org/10.1016/j.chb.2022.107621

[4] Emmons, R. A., & McCullough, M. E. (2003). Counting blessings versus burdens: An experimental investigation of gratitude and subjective well-being in daily life. Journal of Personality and Social Psychology, 84(2), 377–389. https://doi.org/10.1037/0022-3514.84.2.377

[5] Huynh, E., Nyhout, A., Ganea, P., & Chevalier, F. (2021). Designing narrative-focused role-playing games for visualization literacy in young children. IEEE Transactions on Visualization and Computer Graphics, 27(2), 924–934. https://doi.org/10.1109/TVCG.2020.3030464

[7] Harkin, B., et al. (2016). Does monitoring goal progress promote goal attainment? A meta-analysis of the experimental evidence. Psychological Bulletin, 142(2), 198–229. https://doi.org/10.1037/bul0000025

More Case Studies