Reminder app to help people remember to take their medicines on time


Medicine Reminder is a tool that helps people to remember to take the right medication, the right way and at the right time, the primary target users include teenagers and adults to caregivers who are concerned about following in the right way the instructions of the prescriptions.

My role:

UX designer designing an app for a Beer Garden menu from conception to delivery.

Responsibilities:

Conducting interviews, paper and digital wireframing, low and high-fidelity prototyping, conducting usability studies, accounting for accessibility, and iterating on designs.

The problem:


Remembering to take medications can be difficult, especially if the patient has to take many throughout the day.

The goal:


Design an app that will make it easier to remember to take the right medications in the right way and at the right time for patients or caregivers.

Understanding the user

User research

Personas

Problem statements

User journey maps


Starting the design

Initial design concepts

Digital wireframes

Low-fidelity prototype

Usability studies

Refining the design

Mockups

High-fidelity prototype

Accessibility

Takeaways

Next steps

What I learned

Understanding the user

User research: summary


We found that we have two types of users; the patients who are in charge of their treatment, and on the other hand, caregivers, both of them who are concerned about following in the right way their medical prescriptions.


Some of them use reminders to take their medicines when they usually get sick and others ones have to use reminders for long treatments, in these cases, caregivers who are not used to setting these routines told us that they feel overwhelmed and worried because they have now another thing they need to add to their mental checklist.


Personas

User research: pain points

1

Time

Users don't want to spend a lot of time remembering to set different alarms for their medicines.

2

Accessibility

It's frustrating to remember all the time the prescription details, just setting alarms on the phone it's not enough.

3

Choices

The caregivers feel overwhelmed for being sure to give the right medication to their right loved ones when they have to help more than one person.

Starting the design


Initial design concepts

In the first phase I based the designs on feedback and findings from the user research.

For the home screen, I added a button with was easy to add a new medicine, where I also added cues to help the users to fill quickly the information for the new medicine.

Digital wireframes

Usability study: findings

Round 1 findings:

1 User wants another type of confirmation button, so they can know which medicines they already take.

2 Users are confused with the profile section.

3 The notifications were not noticeable enough to the users.

4 Most of the users were confused if the information about the medicines was clickable or not

Refining the design


Key mockups


Based on the insights from the usability studies, I applied design changes like adding a confirmation button to allow the users to know which medicines they already take or not.


Additional design changes include providing a clearer way to see the information about each medicine because users feel confused in this section.


High-fidelity prototypes


The final high-fidelity prototype presented better cues for the users and meets the user’s needs for reminders and confirmation messages enhancing their experience with the app.




Responsive designs

Accessibility considerations

1 Easy access to app features from global navigation.

2 Reminders and pop-up messages programmed that help the users to take their medicines.

3 Icons and clear labels can be recognized quickly and easier by all users.

4 Used imagery and icons for each type of medicine to help the users add another way to recognize their pills.


Takeaways

Next steps

  • Conduct another round of usability studies to validate whether the pain points users experienced have been effectively addressed.

  • Conduct more user research to determine any new areas of user's needs.

  • Stay up to date with the user’s comments in the app so we can know more details to keep improving the app.

What I learned


I learned throughout the project that sometimes you are not just creating a tool for the help of the direct user, many times it's a tool that maybe it's for help someone who it's in charge of someone else who is actually the direct user, so you have not just to pay attention to one type of user you think it's the direct one, you have to study well the indirect users too.


Thanks for watching!