#1 | Increase platform utility, usage, and satisfaction among both corporate clients and individual members. | | #2 | Put user at the center or the interactive health experience by making their health management tools truly interactive for them. | | #3 | Become better at listening to users through research, and build capabilities within the organization hat empower members of their team to be more responsive to customer and market needs | | |
The Solution - Design Approch |
Ther approach to UX design puts users first. My UI/UX design approach is generally customized based on the client requirements, we follow a lean UX program with a balance in user research, prototyping, mockups, usability testing, and required design documentation. This helps in keeping things practical, actionable, and cost-effective while delivering the quality and well-researched design decisions.To ensure the project had the support it needed internally, we gathered a team of Interactive Health’s stakeholders, including team members who specialized in information technology, health services, software development, and marketing, along with two of our own project leads and two designers. |
UX Research and Design process |
Employing our Design Thinking framework : |
 |
|
Problem Defination | The Biggest challlange was how to show crictial alert Patient health status notification to Doctor Appoimtment Dashbaord. How to remind Patient for Booked Appointment, Medication Refill , Blood Pressure and Glucomo High.While there are currently phone apps that sync with CGM(Continuous Glucose Monitoring )devices and send notifcations about blood sugar trends, I hypothesized that there was an opportunity to use a strategic and human-centered design process to improve on current diabetes management applications that are synced with a CGM device. I sought to answer the following question: | - How can we better leverage mobile technology to improve the life of someone managing diabetes with a continuous glucose monitor?
- How to design an app that leveraged the technology of a CGM to help users track their glucose data and better understand how to use this data when managing their own, or a loved one’s, diabetes
| |
|
Discovery & Research- Primary Research | The in-depth research phase was crucial in order to establish a broad knowledge base of diabetes technology and an empathetic understanding of people with or caring for others with diabetes. This included the discovery of user needs, frustrations, motivations, and daily routines and challenges. Establishing an empathetic understanding and initial exploration on diabetes and diabetes technology included: | - Analysis of studies, books, and other literature review
- Scouring blogs, forums, and real user comments
- Speaking with subject matter experts (Medical professionals, Authors, and Researchers)
| The data used in this study are primary data that was obtained by questionnaires distribution. Respondents are smartphone users who use health-tracker mobile apps.Through this ongoing research phase I gained industry insights, product line potential, and identified key areas of focus for user research. | | | |
|
|
Market Research |
The next step was to identify the ideal target audience for Trizetto MHealth. Based on our client’s existing research, the primary target audience of Trizetto is demographic aged 30–60 years old. These users are concerned about age-related health issues and have a desire to take good preventative measures to mitigate future health problems. Motivations to using the app include being able to relate to technical results, having a sense of control and security over one’s health, and being able to keep track of lifestyle habits. Our target audience’s pain points involve a general lack of understanding of using health apps, losing track of latest tech gadgets as well as aging. |
|
INTERVIEWS & OBSERVATIONS - Questions | Interview Questionner |
Through The Initial Research and finding, I was able to narrow my scope down to two primary user groups: Adults with Type 1 or Type 2 diabetes and Parents who care for children with type 1 Diabetes. In-person user interviews and observations were next conducted to identify usage trends of CGM devices and/or health-management applications, priorities from the user’s perspective, knowledge gaps, frustrations, and other opportunities for design enhancement on current diabetes management applications. |
|
UNDERSTANDING THE USER | KEY EXPLORATIONS | USER MOTIVATIONS | USER NEEDS | How does the app fit into our user's daily lives, routines, and mental models? | User’s leverage digital diabetes management applications for two main goals; managing BG in | - Notification and management of crisis situation.
| How does it add value to their lives? | - Emergency situations
- General management and understanding: keeping their glucose, standard deviation (SD), and A1C normal or stable
| - “Quick-glance” blood sugar monitoring
- Make sense of data to
(a) understand BG response to different factors (foods, activities, heart rate, sleep, weather, etc.) and (b) make informed adjustments to their diabetes therapy, and track how these changes actually affect BG (both) | |
|
SURVEY RESEARCH |
We created two surveys, one for baby boomers, and one for younger adults to validate whether our client’s existing research was true and to find out current behaviours regarding health app usage and health habits. Our findings are listed below: |
Primary Audience: Baby Boomers | | Secondary Audience: Young Adults | In the survey, the majority of respondents exercise, try to eat healthy most of the time and want to improve health. In terms of physical exercise, the most popular type of exercise was light activity (i.e. going for walk). The majority do not do not use health apps. However, of the 47% that do, use it because it has tracking features, gives motivation and helps users manage their medical history and make lifestyle changes. | | Although young adults were not our target audience, we wanted to see whether there was a general interest from young adults as well. In the survey, despite also not knowing about Trizetto MHealth App, 75% would use the product. and are interested in having suggestions to improve lifestyle. Based on existing research of baby boomers that was validated in our surveys, we created two personas for the new user and the existing user that best represented our target audience: | |
PERSONA DEVELOPMENT |
Based on user interviews and research, two personas were created and product features were identified and prioritized. |
|
Experience strategy |
|
Leveraging the user personas and synthesized data from the user research phase, I created user flows, an application map, and sketches. Low-fidelity sketches were then transferred into Illustrator for higher fidelity wireframes and eventual prototyping. |
|
|
| Persona POV | | | | | Patient Experience Map Prototype | | | Patient Experience Map: we done the Patient Journey map , to know wat patient feel , think & do to complete teh journey from Searching a Doctor, Schedule, Vistit a hospital, Discuss the problem with MD and then Follow up with Everyday Vital Data. |  | Prototype | | Once done with the final design screen and get validated from client and visual signoff. I created a clickable prototype on Marvel . | | | | | SUS Test Key Solutions KPI's Tekeaway | | | | Trizetto Mobile health App usability Test - SUS Evalution | We have done the Adhoc Gurellia sability Testing with peoples and Remote Usability Acceptance.SUS Evalution | | Key Solutions | The design created was for the minimal viable product, however there are future considerations to develop the app further as it progresses. These include connecting with other wellness apps (such as Apple Health, Smart Health Tracker Watch, Google Fit) to sync additional tracking data such as steps, sleep and calorie counters using APIs. As well, adding more advanced gamification features such as the ability to add friends, and creating/joining public and private challenges for enhanced engagement. | | KPI's | | | | 100% Key Feature Adoption | 95% Clients Retained Longterm | | Takeways | - Facebook, twiteer and Google Log In — simplify registration and user onboarding process much smoother;
- Integration with user’s primary health care provider for emergencies. It would notify the physician about the emergency when the user’s condition is worrying;
- Integration with an Gamified educational platform, where users can learn more about their case to prevent serious issues, act on it and earn points;
- We sync the Trizetto Mobile health data with Trizetto Gamificiation App, this help the user to set the goals .
- Inviate teh friend and relatives craete a healthy environment and motivational goal for user to acheive.
- Scheduling and reminder features that would help to make sure that users are aware of any changes and perform their ECG readings on a constant basis.
- We introduced a shift towards user-centered design thinking in an organization that previously had none.
- We demonstrated along the way the benefits of feedback as a way to grow closer to the real needs of members.
- By empowering the company to list for and incorporate user feedback regularly, Interactive Health can better empower members to accomplish tangible health outcomes and improve their lives.
| |
|