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1-2-3 Device

Empowering childhood cancer and blood disease patients to reduce risk of infection rates through gamifying their daily infection prevention activities.

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Customer

Cincinnati Children's Hospital

Tools

Figma · Adobe Illustrator

Role

UX Design Fellow, Researcher, & UX/UI Design Lead

Skills

​Qualitative Research · User Testing  ·  Iterative Design ·  User Interviews · Information Architecture · Data Visualization · Wireframing · Prototyping · Leadership · Project Management · Customer Collaboration & Communication  · Design Thinking  ·  Research Synthesis  ·  Presenting

BACKGROUND

About The 1-2-3 Device

​The 1-2-3 initiative was developed in an effort to reduce infection rates and help patients manage physical activity and hygiene. This project was founded from a nurse-backed incentivized program that awarded stickers to patients who completed three activities of daily living (ADL’s). These ADL’s include bathing once, doing physical activity twice, and doing oral care three times hence the naming of the 1-2-3 Device. 

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The 1.0 device was developed to help automate this process for Bone Marrow Transplant (BMT) and Cancer/Blood Disease (CBDI) patients. Patients use the device to log these activities and keep track of points awarded for completion. RFID cards are swiped by patients for logging activities, and parents and nurses use their RFID cards to verify points. 

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Version 1.0 Device 

The 1.0 device with family/caregiver RFID card before the redesign.

BACKGROUND

Problem Space

While the 1.0 device improved on overall patient adherence, it was difficult and time consuming for nurses to manage, lacked a deeper sense of patient motivation, was difficult to upkeep, and required more advanced functionality and hardware.  

How can we fix these key issues found in the original device to improve the patient, parent, and nurse experience?

RESEARCH

In-Depth Interviews

1

Technical Lead

1

Project Manager

1

Clinical Research Coordinator

7

Nurses

7

Patients

9

Parents

BACKGROUND

Key Goals

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01

Understand experiential deficiencies of the 1.0 device and identify opportunities for improvement.

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02

Develop a deeper understanding of what motivates patients to increase their compliance.

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03

Design a V 2.0 with improved interaction, usability, and experience.

FINDINGS

Research Insights

Patient and/or Family Caregivers

Mapping the patient/caregiver motivators and barriers exist for each activity.

Healthcare Professionals

Mapping the staff barriers exist for each activity.

ANLYSIS

1.0 Device Pain Point Mapping

The interaction map outlines every daily expected interaction with the 1.0 device as well as the pain points and opportunities areas for improvement. We learned that the 1.0 device requires far too much redundant interaction for nurses and families to maintain, which often left patients waiting for point gratification

IDEATION

Wireframing

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REFINED PROTOTYPE

Activity Dashboard

REFINED PROTOTYPE

Gamification of Positive 
Reinforcement

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REFINED PROTOTYPE

Achievements

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Customizing & Editing Activities

REFINED PROTOTYPE

Data & Progress Tracking

ANALYSIS

User Testing 

Phase 1) Tested with 6 Patients 

An avatar concept was originally proposed by nurses so it was well received when testing with staff; however when testing with older patients (teens), they felt it was too childish.

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Phase 2) Tested with 5 Patients 

While overall usability was successful, there were mainly issues with the overall concept of verifying points. Nurses felt that being part of the verification process was unnecessary due to their already large workload.

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We also discovered that not every child has a consistent family member to take part in validating points. Nurse and family members were mostly concerned about the patient’s overall adherence trend rather than day-to-day interaction

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