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MedMinder

MEDMINDER

 
Device and app to help elderly patients and their caregivers track medication, supplementary to the existing physical device.

Overview

Timeline: August 2017 - December 2017 (ID 6515 Interface Prototyping, Georgia Tech)
My role:
UX Design - Designed wireframes and sketches around a scenario and a persona, implemented interactivity to create a high fidelity prototype, devised a moodboard and a 3D model for a bracelet
Evaluation - Conducted user interviews for feedback on the prototype
Tools: Balsamiq | Sketch | InVision

 
 

Problem context

MedMinder is a pill dispensing device, which alerts patients to take their medicines on time, with the pill boxes for different days and doses lighting up and providing audio to remind them. It's aim is to help elderly patients be independent, and to give their loved ones staying away from them peace of mind. The different people in this scenario are the patient, the caregiver and the medical provider.
The aim of the project was to design
1. An app to help the caregiver monitor the patient's dosage.
2. A wearable device which discreetly alerts the patient and can be carried by them.

Scenario
We were asked to design a scenario and create low fidelity mockups to illustrate how the app would be used by the caregiver.
In my scenario (shortened for brevity), Robin, aged 29, is Sophie's daughter and they live on opposite coasts and share a strong bond. After visiting her over Christmas, she realizes that Sophie's health has deteriorated and that she forgets taking her medicines, but got irritated at being constantly prompted by Robin to do so. As the doctor's visit results in additional medicines being prescribed, Robin is worried about how Sophie will manage on her own. A friend suggests the MedMinder device, which can be filled directly by the pharmacist.
Robin downloads the application, creates an account for herself and is immediately prompted to enter the patient's data with the device number. She configures her cousin as the emergency contact, since she lives in the same city as Sophie. Other setup includes adding the necessary medications along with the days and times, mapped to the correct pill box number and setting up emergency alerts. Sophie starts using the device and is quite pleased by how unobtrusive it is.
One day, Robin gets an alert on her phone. She uses the call button from the alert to contact Sophie. As there is no response, the app prompts her to call the emergency contact, her cousin - who then checks on Sophie and reports back that she had gone for a walk and forgotten to take her medicine. Relieved, Robin modifies the reminder time for that medicine. The app also shows charts to indicate adherence, which the doctor views on the next visit. He is happy with the results, but not as happy as Robin and Sophie, for whom MedMinder has seamlessly become a part of life.

Initial wireframes

wireframe_medminder

Persona
Based on the caretaker profile, I created a persona.

MedMinder persona

Design criteria
While designing for the caretaker persona, there were a few design criteria I kept in mind:

  • The caretaker must be able to view and edit medicines as per the need.

  • The caretaker should be able to have multiple patient profiles mapped to their account.

  • In case of emergency, the caretaker should receive an alert - which denotes the urgency accordingly - and how intrusive the alert is can be modified by the caretaker.

  • The caretaker should be able to configure settings in the pill box, like the dosage timings for example.

  • The caretaker should be able to configure emergency contacts.


Interaction styles
I used ‘push left’ transitions for forward movements and ‘push right’ transitions for corresponding back movements. In places where I was moving to a new screen completely, like opening the MedMinder app from the home screen or opening a profile, I used the dissolve transition to indicate the change in context. For bottom navigation icon clicks, I used slide up transitions to give the illusion that it was emerging from the icons.

T-shaped Final Prototype
The final design was done with Sketch, with InVision for the interactivity.

Screens

Desktop HD Copy.png

User flow

User_Flow


Final Prototype

 

User feedback
I conducted usability interviews with 2 users, for both functionality and interactivity of the prototype. There were 4 tasks:
1. Add a new profile from the profiles screen.
2. Go through the different doses of the current day’s schedule and find the 4th dose of the day.
3. Edit the Lasix medicine to include it for Saturday.
4. Contact your patient when they fail to take the dose.

Key takeaways:

User #1

User #2


3-D model
The prompt was to design a wearable which can be worn on the patient at all times, discreetly providing alerts. I chose a bracelet for this purpose.
Moodboard
I made a moodboard to select a certain theme/style for the bracelet. The moodboard was a collection of pictures which was the inspiration for the final device

moodboard

Concept

Presentation board

Lessons learnt

  • Different user groups have widely different needs. The same application, if geared towards patients instead of the caretakers would be vastly different.

  • The interactions built into an app need to reflect the consequent action. Sometimes, certain interactions do not fit with a particular context and would need to change.

  • Creating a T-shaped prototype was a learning experience. It allowed me to explore all the features broadly, and dive deep into some of them.