Understanding & Designing a Digital Pillbox for Older Adults

Problem Context

Design an application that serves a user need for a population that has accessibility issues or challenges in a Human-Computer Interaction course. Based on the challenge, we brainstormed about who the population should be, and what challenge should be tackled by the application. After informal input from potential stakeholders, settled on dealing with health information management for older adults.

Figuring out what people do

Contextual Inquiry & Task Identification

I performed a contextual inquiry with stakeholders to get a better idea of what tasks and what issues older adults were having related to health information management. Next, aggregated data and identified common themes/tasks, then scoped the topic specifically to medication management based off of data from contextual inquiry.

Transforming findings into Sketches

Brainstorming, Initial Design Ideas & Sketches

Based on our common tasks and themes identified from the contextual inquiry, came up with a few initial ideas on an application that would ease frustration and allow completion of the main tasks identified.

Turning Ideas into Stories

Storyboards

Storyboards were generated to show a clear progression of how the medication management application would be used, placing an emphasis on context of how and when the design idea for the application would be used.

Testing the Proposed Design

Wireframes, Low-fidelity Prototypes & User Testing

After additional feedback from stakeholders, we settled on an initial design idea and created wireframes, then low-fidelity prototypes of Digital Pillbox. These low-fidelity prototypes were then user-tested with a different set of stakeholders, to get feedback via a think-aloud protocol when completing tasks. Feedback was incorporated to iterate on the design.

Moving from Paper to Digital Prototypes

Interactive Digital Prototype & User Testing

After iterating the design, an interactive low-fidelity digital prototype was generated. This prototype was once again user-tested with stakeholders via a think-aloud protocol as they completed tasks. A touchscreen device was used to better simulate the proposed use of Digital Pillbox on a mobile device.

Presenting the Results

Presentation of Process & Results

After user testing with the interactive prototype, I designed the presentation was to outline the process and how the Digital Pillbox design came to this point, starting from the context, through the contextual inquiry, design, prototyping and iteration.

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Jonathan Joe

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Department of Biomedical Informatics & Medical Education
School of Medicine
University of Washington
UW Box BIME-SLU 358047
Seattle, WA 98195