EMPATHIZE
Stage 1: Research Your Users' Needs
Problem History
- In 2020, 83.4% adults had a visit with a doctor or other health professional. CDC, Interactive Summary Health Statistics for Adults 2019 - 2020
- Because of concerns about COVID-19, an estimated 41% of U.S. adults had delayed or avoided medical care including urgent or emergency care (12%) and routine care (32%) in 2021. Czeisler et al., 2020
- In 2019, patients that missed just one appointment with their primary care doctor were 70% more likely not to return within 18 months. Forbes, Missed Appointments, Missed Opportunities
- In 2019, 3.6 million individuals will forego medical care each year due to transportation issues. American Hospital Association, Transportation and the Role of Hospitals
- In 2018, 21.2% of medical appointments are missed every year. NIH, Prevalence, Predictors, and the Financial Impact of Missed Appointments in an Academic Adolescent Clinic
Overall, it seems that they are many challenges and a considerable complexity to managing your health.
Problem Statement:
The advancement of health, eye, dental, and mental care has introduced complexity when trying to manage your own personal health. There are so many things to keep track of, such as appointments, yearly checkups, insurance paperwork, insurance policies, medications, at-home tests, and much more. When trying to access medical records or insurance paperwork, people often have to log in to multiple sites or reference physical copies that can be easy to lose. Overall, managing your own health (or the health of your family) is difficult, complex, and time consuming.
Recruitment Strategy:
Five participants were interviewed to gain more insight and different perspectives into managing personal health. Two of the participants (1 male, 1 female) did not have kids and the other three (1 male, 2 female) did have kids. The reasoning for this was managing health can be more difficult and complex when having to manage the health of kids/dependents versus only managing your own health. The age range of participants was between 23 and 60, with an average age of 43. The reasoning for ages was to get a better idea of differences in managing health between younger and older participants. The gender (all participants identified as male or female) was split as evenly as possible to get an idea of differences in health management between men and women.
Interviewing Strategy:
Participants were interviewed using a questionnaire that was verbally administered so that expressions, feelings, and moods could be better determined. Questions asked concerned managing your health but some questions focused on medical emergencies to see if participants were concerned and/or prepared to deal with them.
Participant Empathy Maps
Findings & Conclusions
All participants:
- have health insurance
- do not have the training or equipment to deal with a medical emergency
Most participants:
- said they needed to be better about yearly checkups
- visit a doctor regularly
- have difficulty accessing their insurance paperwork
- mentioned doctors aren't very accessible and offices have long wait times
- mentioned the expensive cost of insurance
None of the participants had adequate training or equipment to deal with medical emergencies. Additionally, the majority of participants reported being at least a little worried about unexpected medical emergencies.
Although our research suggested that many people miss their appointments, all but one hadn't ever missed an appointment. Overall, it seemed that the participants experienced small and large challenges when trying to manage their health. The biggest challenges seemed to be difficulty accessing insurance documents and professionals having long wait times for appointments. Despite the differences in the health needs of the participants, all expressed a significant amount of stress when they manage their health.
Define
Stage II: State your users' needs & problems
User Persona
Myrtle Grosvenor (the persona) was created from the responses given by the five survey participants. Myrtle's motivations, challenges, and goals were common among most of the participants. In essence, Myrtle summarizes the responses, feelings, and attitudes that the interview participants had towards managing their health.
Business Model Canvas
Key Finding & Conclusions
App must securely store data: Considering the private nature and legalities concerning health records, a user's data must only be accessibly by them
Need to consider other forms of revenue: With the biggest source of revenue being subscriptions, other forms of revenue should be considered
Simplicity & convenience must be the focus: Because there are many challenges and much stress associated with managing health, an easy user experience must be created. Otherwise, the app won't be desirable
App integration with other popular software should be explored: Considering that providers use various software to manage patients, there would be a lot of value in integrating provider systems with a patient-focused app
Ideate
Stage III: Challenging Assumptions and Create Ideas
Mind Map
A mind map was used to generate concepts and topics related to personal health management. The reason for a mind map was to map out all concepts related to the problem to get an idea of the size and complexities of the problem domain. This ensured that smaller, more discrete concepts/ideas related to the problem weren't missed by the low and high fidelity prototype solutions. The biggest concepts were created as the branches coming from the centerpiece (e.g. Insurance, Health Records, Lifestyle). From there, the concepts were further broken down into smaller concepts that could be more easily thought of. Essentially, the mind map goes from larger, abstract concepts to more concrete, realized ideas that were more personal to someone trying to manage their health. The mind map was critical to actualizing the problem space and what the solutions would need to address. It seemed that a record keeping solution would be the best to address the problem space defined by the mind map.
Findings and Conclusions
When looking at the problem space and what solutions would need to address, it was recognized that most of the leaves (e.g. Tests, Prescriptions, Policies) on the mind map represented records of some kind. This suggested a record keeping system would be most suited to tackle the problem of managing one's health. Additionally, most of the intermediate branches in the mind map represented different types of records that needed to be stored (e.g. Contacts, Prescriptions, Tests, Disorders). Ultimately, it was determined that a simple and convenient record keeping system would be the best kind of solution for the problem space.
Prototype
Stage IV: Create Solutions
Low-Fidelity Prototypes
Low-fidelity prototypes were used to create and compare different layout designs for the record-keeping system solution. The first set of sketches prototyped having navigation tools at the bottom of the app. The second set of sketches prototyped having a left-side menu for navigation. The last set focused on having headers for each 'page' of the app with a more hidden menu. Two sets of the sketches prototyped using card objects to represent items in a list.
A more polished low-fidelity sketch was created by pulling out favored/more appropriate features from the previous sketches. Ultimately, navigation at the bottom seemed to be most appropriate and the card listing concept was also chosen. Also, headers for each 'page' were chosen to give users a better sense of where they were in the app and to serve as an error-checking mechanism.
High-Fidelity Prototype
A high-fidelity prototype was created using Adobe XD to actualize solutions for the problem space. The prototype demonstrated the interfaces and experiences that the user would be dealing with. It was designed to be a simplistic record-keeping system for four main categories: health records, health appointments, insurance, and contacts. The only actions that really exist for users are viewing, creating, updating, and deleting records. The prototype can be explored here.
Incorporating the Ten Usability Heuristics
Visibility of System Status: If a user clicks on an actionable item in the prototype, the resulting page will display/confirm the page they've been directed to (e.g. Add Contact listed at the top of the page after selecting to add a contact)
Match Between System & Real World: Icons used throughout the app are common interpretations of real world items. For example, a calendar is used to represent appointments and a syringe is used to represent vaccines. Using icons with real-world representations creates familiarity for the user and decreases the amount of cognitive processing. Additionally, terminology and health concepts used throughout the app are the same as would be used/seen in real life.
User Control & Freedom: Users are given complete control over the app and can freely navigate to records. They have the ability to add, delete, and update records that they have recorded in their app. Users also have the ability to exit app pages/screens whenever they want with the unchanging navigation menu at the bottom of the screen.
Consistency and Standards: Consistency was heavily incorporated into the prototype with the bottom navigation menu, colors, and screen headers being almost exactly the same across all pages of the app. Additionally, red/pink was used in the screen headers to indicate that a user was in a screen to add a new type of record.
Error Prevention: Users can see all fields when entering info into a data field instead of the field being hidden after entering something. Additionally, users can back out of pages that they accidentally clicked on by using back arrow in the navigation menu. At the top of each screen, the headers list what section of the app the user is in and the person who's health is being managed. That way, a user can easily see if they're in the wrong record or creation screen so that they don't edit the wrong information.
Recognition Rather Than Recall: Icons used in the app are familiar icons that most users should be able to quickly recognize. Text is also added below most of the icons to make it clear and easily identifiable what those icons do/represent.
Flexibility and Efficiency of Use: The app layout is quite simple and minimalist to increase the efficiency of use regardless of a user's experience level with the app. For experienced users, the layout and workflows for tasks would streamline their actions. Actions from screen to screen are very similar which would increase a user's proficiency.
Aesthetic and Minimalist Design: Each screen (other than the opening app screen) has the following sections: header, content, and navigation menu. Additionally, each screen only contains information related to a user's task so that a user would not need to sift through contextually-useless information. Specific colors and icons were used as part of the design aesthetic to signal available actions to the users or to signal where a user was in the app.
Help Users Recognize, Diagnose, and Recover From Errors: The app allows users to edit and delete all records that are added to their system. When a user is viewing a record, they have the ability to edit each field without having to enter a different screen. This makes it easier for user's to easily rectify mistakes when noticed. The system will notify the user if they upload a file that isn't of an acceptable file extension.
Help and Documentation: Throughout the app, there are easy-to-follow instructions that indicate what actions must be taken (if any). Also, most icons have their name displayed below them which enables a user to quickly identify items.
Applying User Experience Laws
Fitts' Law: Most UI elements that result in actions if clicked are quite large to make them quickly accessible to users. Elements that are unique to a screen were made significantly larger than the ones in universal navigation menus and screen headers.
Hick's Law: All of the app pages had three distinct sections: header, bottom navigation menu, and unique content. These sections were clearly marked and used as groupings for specific actions and information. A card system was used as a means of grouping like info in a list format which is used anytime the app presents a list of items for the user.
Jacob's Law: The navigation menu and its icons were chosen to be very similar feeling to common navigation menus encountered in phone apps. This was to lower user frustration and to increase user familiarity.
Law of Common Region: All of the app pages had three distinct regions: header, bottom navigation menu, and unique content. These sections were clearly marked and used as regions for specific actions and information. A card system was used as a means of grouping like info in a list format which is used anytime the app presents a list of items for the user.
Ockham's Razor: Foundationally, the app itself is very simple in design. It functions as a simple record keeping system where you can only view, create, update, or delete records. The app content was separated out in a simple, easy to understand way. Also, pages only included information that was respectively necessary to keep the cognitive load low for users.
Test
Stage V: Try Out Solutions
Testing Summary
The objectives of this test were to determine how effectively and efficiently users were able to use the Health Management App. User satisfaction with the app was another testing objective. Testing was conducted from 11-16-22 to 11-28-22, in person so that volunteer behaviors and emotions could be observed. It was conducted with five volunteers by having them perform eight tasks specific to the app and answering a survey afterwards.
Methodology
Testing consisted of having volunteers perform the following eight tasks (tasks were specific to Anna Smith, a made up person whose info and records were already entered into the app): add an appointment, view a health contact, edit an insurance policy, add a prescription, view a person's age, find the list of surgeries, find a doctor's phone number, and attach a file to the dental insurance policy. For each task, the number of clicks to complete, number of wrong clicks, time taken to complete, and user satisfaction were recorded. These metrics addressed how effectively and efficiently users were able to use the app.
Following the tasks, the volunteers were given a post test survey that consisted of the System Usability Scale and a few demographic questions. The System Usability Scale contained ten questions, such as: I found the app unnecessarily complex, I thought the system was easy to use, and I thought there was too much inconsistency in this app. The post-task survey addressed how satisfied participants were with using the app.
All means, standard deviations, and graphs were processed using the following Python script that was developed specifically for this app's testing.
Five volunteers were chosen and tested from 11-16-22 to 11-28-22. The volunteers were as follows: 18 year old male with no partner or kids (A), 23 year old male with no partner or kids (B), 19 year old male with a partner and no kids (C), 60 year old male with a partner and four kids (D), and a 30 year old female with a partner and no kids (E). The reason for five participants is that Nielsen and Landauer reported that testing with only five users can find roughly 85% of a site's problems (1993). Using a small pool of participants will still find most of the app's issues, according to their research.
Test Results
For each task, all four task metrics were graphed on bar charts to more easily observe patterns and potential meaning. Additionally, results for the post-task survey were represented in bar graphs. For metrics or questions that had answers based on the Likert Scale, the responses were translated into numbers to make data processing easier, following this scheme: 0 = Strongly Disagree, 1 = Disagree, 2 = Neutral, 3 = Agree, 4 = Strongly Agree.
Task Results:
For analyzing results of the tasks, the mean and standard deviation were calculated (Figure 5). Also, the raw data was represented in graphs to better visualize patterns or anomalies (Figures 1 - 4).
The number of clicks it took to complete a task were quite consistent between participants, for the same task. Four of the tasks displayed a standard deviation of 0 and only two tasks had a standard deviation greater than 1.5 (Figure 5). This suggested that user experiences were fairly consistent, except for adding an appointment (T1) and viewing a person's age (T5). The high standard deviation for these tasks (7.402 and 6.033, respectively) suggested that user experiences were not consistent (Figure 5) and that the tasks were initially confusing for participants.
The overall number of errors when users were performing tasks was quite low which suggested that the app was intuitive and easy to use. Only Tasks 1 and 5 were concerning with having more than one participant producing errors (Figure 2). This observation further suggested that Tasks 1 and 5 were not consistent in participants' experiences.
Results from the time it took to complete a task were inconsistent. Standard deviations for completion time for all but one task were above 2 (Figure 5). However, none of the participants failed to complete a task which suggested that user competencies with the app varied. For almost all participants, tasks were completed in under 20 seconds which did not seem like an annoying or overburdensome amount of time to complete the tasks (Figure 3) because participants never showed frustration or anger when performing tasks. Although the completion times were inconsistent, they did not raise additional concerns of issues with users' experience.
User satisfaction for the tasks was quite high among all tasks and participants. Only for Task 1 did participants report something other than they agreed or strongly agreed that the tasks were easy to perform (Figure 4). This suggested that Task 1 was more difficult or confusing for users to complete. Additionally, standard deviations for user satisfaction were below 0.5 which suggested that user satisfaction was consistent among participants, within a task. Overall, participants seemed to be quite satisfied with performing app tasks.
Except for completion time, almost all calculated standard deviations were quite low which suggested that user experiences were quite consistent (Figure 5).
Overall, it seemed that user experiences were quite consistent and users didn't experience many issues when performing app tasks. Additionally, users reported that tasks were easy to perform and satisfactory.
Post-Task Survey:
The Post-Task Survey provided more insight into user satisfaction. Questions 1, 3, 5, 7, and 9 were phrased more 'positively' than questions 2, 4, 6, 8, and 10 (which were more 'negative'). The survey was designed this way as to prevent participants from reflexively answering the same way and made participants think more about their response.
Responses for Question 1 raised a few concerns because only two participants agreed that they'd think they would use the app frequently. The other three reported being neutral towards that statement. However, a few of the participants mentioned that they don't manage their health often and rarely interacted with forms of healthcare.
All participants at least agreed that the app was easy to use which suggested that the app was user friendly and not difficult to get used to.
All participants at least agreed that various app functions were well integrated which suggested that users had a good opinion of the app and that app workflows were smooth/not troublesome.
All participants at least agreed that the app was easy to learn which suggested that there was little to no learning curve when using the app.
When reporting how confident a participant was with the app, the responses were lower compared to other 'positive' questions. This could have been because it was the first time users were exposed to the app. It could be beneficial to see if user confidence would increase upon repeated uses of the app. Overall, most users were confident when using the app.
None of the participants found the app unnecessarily complex which suggested that the app was easy to use and interact with.
None of the participants reported needing technical assistance when using the app which suggested that app functions were appropriate for participants of different technical competencies.
None of the participants reported the app as being too inconsistent which suggested that user interfaces within the app were consistent.
None of the participants found the app cumbersome to use which further supported that the app was easy to use.
None of the participants reported needing to learn things prior to using the app which further suggested that there was little to no learning curve for users.
Findings & Recommendations
Effectiveness & Efficiency
The app seemed to be quite effective and efficient in helping people manage their health. Overall, testing results suggested that the system was easy to use and easy to learn, even for first time users. The results also suggested that users were able to finish their tasks effectively with not much time required to complete tasks. Additionally, users did not make many mistakes when performing tasks which further suggested that the app is intuitive, effective, and efficient with its functions.
User Satisfaction
User satisfaction with the system was quite high which was evident by responses to the Post-Task Survey. Users found the system easy to use and were satisfied with performing the various tasks. Overall, testing results suggested that the app is desirable, not frustrating, and satisfying to use.
Areas to Improve
Results from Tasks 1 and 5 were less satisfactory compared to the other tasks which suggested there were issues with the app surrounding functions that supported those tasks. Upon further inspection for Task 1, participants had a difficult (and sometimes long) time figuring out that the Appointments screen could scroll down to reveal the option to add an appointment. The app had no indicators, such as a scroll wheel or down arrow, showing there was more to the current screen than seen. The app will need to be improved to increase adherence to the Visibility of System Status Usability Heuristic to make sure participants know the status of a given app page. For Task 5, it seemed users didn't notice a person's age on the starting page of the app. For future improvements, enlarging the text of a person's details and/or having specific text to callout various details for a person should be considered.
For Question 1 of the Post-Task Survey (I think I would use the app frequently), the responses were positive but lower than desired with three participants choosing neutral and the other two only selecting agree. To improve user desirability, improving the aesthetic, adding more functionality, and/or maybe educating users the importance of managing their health should be considered. Ultimately, the app is desirable but that characteristic should be improved upon and watched more closely moving forward.
App Assessment
Overall, it seems that the high fidelity prototype of the app was a success. Testing successfully addressed how efficient, effective, and satisfying the app was to use. The results of the testing demonstrated that the app could be very effective and desirable for people looking to manage their health. It was concluded that it would be worth continuing development and improvement on the Health Management App.
Credits:
Created with images by onephoto - "doctor taking patient are discussing something in hospital on computer in doctors office close up" • sewcream - "hands holding red heart with cardiogram, health care, life insurance business concept, world heart day, world health day" • alice_photo - "Medical icon on jigsaw puzzle for global health care" • Jirapong - "Business man pointing stock market chart with using calculator to review balance sheet annual with using laptop computer to calculating budget. audit and Check integrity before investment concept." • ra2 studio - "Medical full body screening software on tablet and healthcare devices " • BillionPhotos.com - "Healthcare." • vegefox.com - "idea lamp concept in hand." • Wanisa - "Website Creative planning application developer draft sketch drawing template layout prototype framework wireframe design studio." • MclittleStock - "office tabletop graphics"