Meds Manager
SwampHacks - 36 hrs.

Many medication tracking apps on the market look like apps a caretaker would use for someone due to the number of screens involved. We wanted to provide an app that's intuitive and easy to use for elders by providing two simple functions. 

  • Swipping to track your medication
  • Adding new medications into your daily routine. 
  • Role: UI Designer

    Involved rapid prototyping, user interface design, design prototyping, and user testing. 

  • Software
    • Adobe Illustrator
    • Adobe XD
    • Android Studio
  • Team
    • Grant Boicheff
    • Giovanny Castillo
    • Julia Gu
    • Julia McKay

User Personas

We wanted to create an app that would help others and because multiple team members have experience a loved one go through heavy medication and tracking it, we decided to share this experience with others.

From online research and our personal experiences, we came up with a rough idea of who our target audience is and what their frustrations might be. We designed the app accordingly.

Key points:

  • 65+ in age (according to online research, dementia and alzheimers appear more commonly in patients over the age of 65)
  • Live alone or with their spouse

Frustrations:

  • Certain medications need to be taken a certain amount of times in a day
  • Medications need to be taken daily
  • Medications can't be taken over a certain dosage
  • People with dementia or alzheimers might overdose on medication because they don't remember that they've taken it already.

Competitive Analysis

To begin our concept in the first couple hours, we started by looking at various top medication tracking applications on the Apple App Store that could help us find pain points we want to target to better design our product.

Findings:

  • Competitors overcrowd their app with data and text.
  • Very small buttons and interface.
  • Loked like applications were developed for nurses to assist elders rather than the elders using the app on their own.
  • Too many screens

Goals:

  • App uses less screens
  • Intuitive design and instructions
  • Large readable buttons
  • Very few actions and buttons needed
  • Being able to use the app independently
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Concept Development
Low Fidelity Wireframes

Our target audience was likely elders who do not know how to use smart phones very well and are not very technology literate. This swiping feature was decided due to it's simplicity and quick visual feedback. 

As soon as the user moves their finger on the screen, the card will visibly move in the same direction, giving people rapid feedback based on their action. We wanted to stray away from small buttons and text that are hard to read or require accurate precision when navigating the touch screen space. 

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User Experience
Illustrator Mockups

As a way to create ease of use, the main page is loaded immediately when the app is opened and offers two functions. The "Add New Medication" button goes to the second screen and the "Add" button takes the user back. Users will be able to indicate their medication name and dosage per day. The quantity per day is then represented by the amount of cards in the stack that the user must swipe through. 

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Prototyping in Adobe XD
User Testing

Adobe XD allowed me as a designer to prototype the functionality of the app and communicate that to the programmers. I was able to map out and test the designs I created. One thing that prototyping through Adobe XD helped redesign was the "swipe to take" placement. Downloading the XD prototype on my phone gave me the ability to walk to various groups at SwampHacks and have people physically test out the product before it's even built. 

Some users were confused at first about which way to swipe because they wanted to place their finger where the arrow was. I mediated this by moving the arrow to the left (where I want users to place their finger) and pointing the arrow to the right (the direction I want users to move). Thus resulting in the design shown above. 

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Implemented into Android Studio

Reflections

Thinking simple and creating user experience through design. One of the functionalities we were contemplating was a system of notifiying the user if they had conflicting medications. The app would know to tell them not to take certain medications sequentially. I realized that rather than creating an entire notification system with more pop ups or extra flashy material, the user puts their trust into the apps hands. 

If a certain medication conflicts with another, once the user takes the first medication, the conflicting card could simply be grayed out and unswipeable. Thus, not giving the user the option to take the medication.