The motivation for the DiscoverU project is to create a mobile application that provides mental health resources to two target audiences: teens and their parents. This is serving a segment of the population which historically has not been provided many resources. Our approach to making this application successful is to gamify the learning experience in order to keep users engaged. Our client has also tailored the content to its respective audiences in order to provide the most effective resources. We are currently still in the process of designing and building the application, so we don’t have any results yet, but are planning on releasing the first version sometime this summer.