URI LUWISH

OHLIVE
A research and design project to determine how people can best navigate an all inclusive family health portal.
THE PROBLEM
Compiling personal medical information and history can be time consuming and frustrating. People who are concerned about their health need a way to organize and easily access all of their mental, physical, and emotional health information.
​Potential Solutions
An app that allows the user to centralize all of the family's medical information in one organized, user-friendly, and secure location. This service will also allow each patient to chat privately with their doctor of choice via text-based service or video call function. Patients will be able to send images or prerecorded videos to their doctor to help with diagnosis, as well as schedule appointments. Furthermore, users who are interested in healthy living will be able to record and track their physical activity and progress.
TIMELINE
MAKE OF THE TEAM
Six Months
This project was completed for CareerFoundry's UX Design Bootcamp. I was the sole UX researcher and designer, as well as the UI designer.
KEY GOAL
Design a clickable prototype for a responsive family health and wellbeing app.
THE APPROACH
Make use of the non-linear design thinking process, which includes elements such as inspiration, conceptualization, iteration, and exposition.

01
COMPETITIVE ANALYSIS
02
USER RESEARCH
03
USER PERSONAS
04
USER JOURNEY MAPS
05
USER FLOWS
06
LOW-FIDELITY WIREFRAMES
07
MID-FIDELITY WIREFRAMES
08
USABILITY TESTING
09
USABILITY REPORT
10
HIGH-FIDELITY WIREFRAMES
11
CLICKABLE PROTOTYPE
12
LESSONS LEARNED
COMPETITIVE ANALYSIS
As competitors in the health portal market, two apps, Healow and MyChart, were analyzed. These apps were chosen because they aim to solve similar problems to the ones we intend to design for.
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USER RESEARCH
User research was conducted to better understand the needs and pain points of current and future health portal users. In addition to an online survey that received 19 responses, three preliminary user interviews were conducted.
Research Goals
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To provide insight into a user's behavior in terms of personal health and overall lifestyle.
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To ascertain what sort of information a user would like to record in a responsive health and wellbeing app.
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Identifying user pain points when using existing health apps.
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Obtaining information on the context in which people might utilize a health and wellness app.
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Determine which resources for healthy living might be beneficial to users.
User Survey Findings
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Self-organization of family medical records can be difficult.
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Mental, physical, and emotional well-being are all intertwined.
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Online medical data security concerns.
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A doctor-patient messaging service would be useful; opinions are divided on the value of virtual video appointments.
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Existing health apps focused on a single aspect of health.
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Least favorite features of existing apps: access to only one doctor, the cost, account was hacked, not user friendly, difficulty finding the information needed.
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Favorite features of new app: access to any doctor, live chat with health professionals, quick response time, booking appointments, easy navigation, exercise videos, and setting and tracking personal goals.




User Interview Findings
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Any exercise or health tracking took place later in the day.
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Most worked out between 3-4 days a week. Exercise activities included biking, cardio, ab workouts, self-defense class, and walking.
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Some participants currently use a physical file to keep organized while others already use some form of online portal.
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All participants stated that doctor-patient messaging services are great but only for non-emergencies. Only some were fans of video visits.
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All participants felt that mental, physical, and emotional health go hand-in-hand and are essential to daily function.
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Everyone used some sort of digital way to track some health details, as well as writing stuff down in a calendar.
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Most learning of health and wellness was done via Google, YouTube, Instagram, or Wikipedia.
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Ease of use, visual stimulation, and clear navigation were all priorities for a health app, as well as a suggestion for a patient inputting an appointment themselves through an office calendar made available through the portal. Some frustrations with current apps were a separate sign-in for each child in a family, only access through your doctor, and one patient had to use multiple portals, a different one for each doctor.
USER PERSONAS
Based on user research, user personas were created to represent potential app users and aid the designer in developing empathy for the individuals they are aiming to design for.
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USER JOURNEY
MAPS
Based on user research, a narrative document was created to form a true and believable scenario in order to understand how potential users might find a need for the app.
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USER FLOWS
A logical visual flow was created based on user research and journeys to show how users would attempt to navigate specific tasks within the app.
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LOW-FIDELITY WIREFRAMES
Paper wireframes were sketched out based on all previous research, user flows, and a revised sitemap.
This process allowed for a quick visual, as well as several iterations before putting more effort into producing a high-quality product.
Task Flow Sample - Scheduling an Appointment

Dashboard

Calendar View

Choose a Doctor

Schedule a New Appointment
MID-FIDELITY WIREFRAMES
After iterating through paper sketches, grayscale mockups were made to further the aesthetic of a prospective app.
Task Flow Sample - Scheduling an Appointment
Dashboard
Choose a Doctor
Appointment Date
Confirmation







Calendar View
Reason for Appointment
Appointment Time
USABILITY TESTING
A test plan and test script were created, outlining the strategy for effective usability testing in order to obtain the highest yielding test results for future iterations.
Goals
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The goal of this study was to assess the learnability of new users interacting for the first time with a health and wellness app on a mobile device. We want to see and measure whether users understand the project, its value, and how to perform certain key functions.
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Test Objectives
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Determine if participants fully recognize and appreciate what the impetus for creating the app was (frustrations with multiple sign ins for different family members in similar apps and tracking of personal health history and data) and the value it can provide.
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Observe how easily users navigate from the home page to schedule a new appointment.
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Surveil how users would go about messaging with their doctor when a need presents itself.
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Notice how quickly and easily a user can log exercise activity and view a representational graph.
Participants
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Six people of varying ages participated in the testing phase of this project. The study was conducted as moderated remote tests using Zoom. The test included a short introductory briefing, task execution with a prototype of Ohlive on a mobile app, and a debriefing.
USABILITY REPORT
Providing a summary of the results from usability testing, highlighting key findings, and suggesting design improvements based on the issues encountered.
Errors were measured using Jakob Nielsen’s scale:
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0 = I don't agree that this is a usability problem at all
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1 = Cosmetic problem only: need not be fixed unless extra time is available on project
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2 = Minor usability problem: fixing this should be given low priority
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3 = Major usability problem: important to fix and should be given high priority
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4 = Usability catastrophe: imperative to fix before product can be released
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Some Revised Screens


Dashboard
New
Dashboard


Choose a Doctor
New
Choose a Doctor
New

Cancel/Edit Page
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Dashboard shortcut icons were changed for better visibility
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User names were added
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User profile shapes were changed for a cleaner look
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Doctor profile shapes were changed for a cleaner look
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Doctor names were added
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The next button was removed for less pages to click through
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Bottom menu bar icon added
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Wireframe added - ability to cancel or edit appointment for more usability
HIGH-FIDELITY WIREFRAMES
After user testing and feedback, high-fidelity wireframes were designed. This included tweaking the design to make the app more usable and desirable.
Based on gestalt principles, peer review, and accessibility issues, several new iterations of the high-fidelity wireframes were put forth. Below are a few examples of the high-fidelity wireframes, along with some of the revisions.
Some Examples of the Current Wireframes











Some Iterations after Peer Review


New


New


New
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Dashboard shortcut icons were put into a hamburger menu for a cleaner looking dashboard
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Floating call to action button removed as most users are not adding app users to a family account very often
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Add/delete icons were changed for better visibility and usability
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"Add another member" button changed for better user visibility and similar aesthetic
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Add/delete icons were changed for better visibility and usability
CLICKABLE PROTOTYPE
All high-fidelity wireframes were linked to create an interactive prototype that demonstrates how the app would work after being developed. This provides a visual for stakeholders and team members to see the potential app without having yet invested time into developing it.
or interact with the prototype below
TITLE OF THE CALLOUT BLOCK
LESSONS LEARNED
One of the most important aspects of design is the ability to accept critique as well as the need for constant iteration.
UX design is a way of thinking and of viewing the world, as well as a method of creating useful and functional products for users to use. It takes into account real people through research such as interviews and user testing, and the user is always the primary focus of a UX designer in determining how to best assist them. Design is not only about creating solutions to existing problems, but also about making users' lives easier, simpler, and more pleasurable.
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The design process has taught me the importance of clear organization, no matter how long it takes, as well as the value of collaboration or critique from both practitioners and regular users. There is always room for improvement, and a design is never truly finished because it can always be modified or changed to make it better. Design is an all-encompassing discipline and one can derive much pleasure from its application.