Timeline

  • 3 weeks

My Role

  • Lead Product Design Researcher on a team of 5 designers

Goal

  • Fully functional prototype to be ready for a crucial meeting with potential buyers by the end of the project timeline.


Constraints

  • Time frame, scope of the project, and pre-scheduled interviews

Problem

Affordable healthcare is tough; connecting with others eases the burden

In my ideal world, I would do it all by myself... but my body, my mind, and who I am kept crying out for more community, more support, more hands, more women, more parents to connect with.
— A Mother Interviewed

How might we assist patients in medical group care feel supported by their community and engaged in their personal wellbeing and health?


Solution

Connecting patients through provider-facilitated support


Target Audience

Our client wanted to provide an affordable program for expectant mothers with the community-based health care led by a professional.

Research

Interviewing Mothers for Insights

Research goal

Gain insight into the interactions and behaviors of mothers in group settings and better understand how pregnancy affects their motivation to complete tasks.

Insights

  • Sharing symptoms lead to increased stress or anxiety.

  • Maternity can often feel like they are alone in their journey.

  • Enjoyed open discussions with reliable sources or healthcare professionals.

  • More engagement when having someone help keep them accountable.

  • High importance on connection with others having similar experiences.

Using the insights gathered, we created a Persona and Journey Map to represent our target audience.


Define

Selecting Features for the Patient-Facing App

Pinpointing Vital Features

We used Carina Health's MVP feature list as a baseline for ideas as well as added our own.

We organized them according to their significance for launch, impact on users and timeframe.

Must-Have Features

  • User Feed/Timeline

  • Program / Module Details

  • Vitals Tracking

  • Group Chat

  • Badges 

  • Login / Onboarding

  • Alert Permissions

  • Account page

  • Provider Point of Contact

Nice To Have

  • Streak Indicator

  • Interactive Quizzes

  • Channels

  • Friendly Competitions  

Client Proposition

Incorporating gamification suggested as a key mechanism to keep patients engaged.

For design inspiration, we analyzed popular gamification features in related services like:


Initial Design

Design Studio

Guided by our essential features, we initiated a design studio session, kicking off with brainstorming the app layout and user flow. It soon became clear that three main screens formed as focal points, each accommodating the most high-priority features.

Main Navigation to Different Screens (Mid-Fidelity)

We drafted a centralized place for the user to get all the upcoming event info, their reminders, and To Dos. Stay informed with what’s happening across the app.

Interacting with the Group (Mid-Fidelity)

We created a hub for the community interactions. We incorporated polls, quizzes, group goals, and message reactions. Additionally, we the included the option to report messages.

Finding Resources (Mid-Fidelity)

This space serves as the users' ultimate guidebook where they can dive deep into all the details of the program, from summaries to tasks to resources.


Final Design

3 Main Design Improvements

We fleshed out the style and look of the app, as well as include any recommendations the team suggested after we completed our first round of usability testing.

Interact with our Prototype


Final Thoughts

Next Steps

We delivered Mid-Fi and Hi-Fi Figma file, Project Report, Spec Doc, and Presentation Slides to the client. Our team’s recommendations were as follows:

Further Iteration of Design

  • Platform Intro: Quick overview, core function guidance.

  • Enhanced Events: Categorized, calendar view, seamless RSVP.

Continued Usability Testing

  • Usability Tasks: Provider contact, vitals, chat interaction.

  • Maze Testing: Quantitative results via maze methodology.

Expanded User Interviews

  • Gamification Study: User motivations, engagement preferences.

  • Providers: Insights on needs, preferences, program format.

What I Learned