2 UX Researcher
2 UX Designer
1 Mentor
Researcher
High Fidelity Visual Design
Usability Testing
8 Weeks
August 22' - Oct 22'
Immediate increase and decrease of glucose level can make an individual closer to death. This can cause a person to short and long term illness. Over time, high blood glucose levels can damage the body's organs.
We believe in making a positive influence and improving people's health, we created this application to help people with diabetes stick to their daily routines and trust our application to better serve them.
" Diabetes effects 29.1 million people around the globe, or approximately 1 out of every 11 people. "
" A report from the journal Diabetic Medicine has estimated that by 2035, diabetes will cost the NHS £17 billion a year. "
According to the Centers for Disease Control and Prevention (CDC), scientifically proven to improve management practices among people with diabetes, lowering the risk of complications and improving health outcomes.
After analyzing all the research data from secondary research, we found few insights about the diabetic people. These insights were based on where these people faced problem.
Unfortunately, despite continuing advances in technology for monitoring blood glucose levels and administering therapy, patients still find it exceedingly difficult to keep their glucose levels under control.
Hence, to gain more insights we interviewed Dr. Jane via zoom call (Researcher in DEXCOM). The goal of this interview was to gain perspective from someone working in research field that is trying to solve the same problem, and figure out how our design could potentially join forces with the current existing products.
We sent out a user survey and interviewed 10 diabetic people along with the users who were pre-diabetic to gain more insights. The results we got were same and users expected us know all the problems and worries they go through.
I'm not able to take medications in time and every time.
I have to set a reminder.I have to always track my glucose so that it remains maintained.
Its hectic for me to go to doctor and get medicines and insulin if glucose is higher.
After getting diabetes, I went through eye surgery and currently facing lot of side effects which are unberable.
From all of the above research, we got to know that users were just given the product which can track or provide the insulin/medications according to the glucose level.
Advance technologies are focusing more into the diabetes but not the side effects which are caused by it.
56% of people are unable to adopt to the system because of its high prices.
With the growth of technologies, users are still in doubt regarding the tracking of the glucose via glucosemeter.
At this stage it was time to re-define my goal and narrow down its scope based on the insights I gained from users. Because of the short timeline for this exercise, I chose to focus on a single feature.
By connecting the gap between the existing technologies and users needs we filtered various features which can be useful and applied in our further process.
Getting in detail of what can our app provide to address the problem.
By connecting the gap between the existing technologies and users needs we filtered various features which can be useful and applied in our further process.
Getting in detail of what can our app provide to address the problem.
Initially, we spent two weeks experimenting with three alternative approaches: augmented reality, virtual reality, and an app solution. However, after considering the impacts, We decided that utilizing augmented or virtual reality on a regular basis may be more of a burden than a benefit.
Because the same effects can be done with a simple smart phone app, we chose an app as our final solution platform.
We wanted to be realistic in what I could achieve given the time limitations, so we decided to focus the solution on 3 aspects of maintaining diabetes.
This section demonstrates the designed solution, from low-fidelity wireframes to a high-fidelity prototype. Figma was used as the design tool.
We designed some main screens wireframes that focused on users goals and would allow them to:
All of these elements finally come together in the final designs.
Problem: Users felt that they should be knowing at which stage they are of particular day task and how many more they need to do it.
Solution: Adding this feature to home screen so that it is easily visible to users and can plan accordingly for the day. This will also increase the consistency and visibility of the task functions and reduce the users search time.
Problem: Users felt that they should be knowing at which stage they are of particular day task and how many more they need to do it.
Solution: Adding this feature to home screen so that it is easily visible to users and can plan accordingly for the day. This will also increase the consistency and visibility of the task functions and reduce the users search time.
- Learned how to cooperate with different UX designers team mates and highly experienced mentor, how to exchange ideas and give feedback to each other.
- Improved abilities of navigating ambiguity and defining scopes by thinking of pain points from user's perspective, rapidly iterating design solutions with target users, and keep communicating with teammates constantly.
80% of the users retained with good experience.
Received 4 out of 5 rating as per the survey conducted.
More heat maps were seen in this feature.
Partner and sponsorship with government grant team to bring this project in market and get more iterations in the future, as we do believe in the positive impact it will bring in diabetic people and help them to maintain glucose levels.
3 Designers and 1 Mentor
6 Weeks
" Diabetes effects 29.1 million people around the globe, or approximately 1 out of every 11 people. "
" A report from the journal Diabetic Medicine has estimated that by 2035, diabetes will cost the NHS £17 billion a year. "
" About 283,000 Americans under age 20 are estimated to have diagnosed diabetes, approximately 0.35% of that population. "
Hence, to gain more insights we interviewed Dr. Jane via zoom call (Researcher in DEXCOM). The goal of this interview was to gain perspective from someone working in research field that is trying to solve the same problem, and figure out how our design could potentially join forces with the current existing products.
SUMMARIZING RESEARCH / KEY TAKEAWAYS
From all of the above research, we got to know that users were just given the product which can track or provide the insulin/medications according to glucose level.
Advance technologies are focusing more into the diabetes but not the side effects which are caused by it.
56% of people are unable to adopt to the system because of its high prices.
With the growth of technologies, users are still in doubt regarding the tracking of the glucose via glucosemeter.
By connecting the gap between the existing technologies and users needs we filtered various features which can be useful and applied in our further process.
Getting in detail of what can our app provide to address the problem.
Two new studies found that exercising 30 minutes a day reduces your risk of diabetes by 25 percent, and walking for 10 minutes after meals lowers your blood sugar by 22 percent.
Regular exercise and keeping a track of food intake is what we come up with and processed further for final product.
Initially, we spent two weeks experimenting with three alternative approaches: augmented reality, virtual reality, and an app solution. However, after considering the impacts, We decided that utilizing augmented or virtual reality on a regular basis may be more of a burden than a benefit.
Because the same effects can be done with a simple smart phone app, we chose an app as our final solution platform.