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1-2-3 Device Redesign

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

ROLE

Cincinnati Children's Hospital

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

TOOLS

Figma, Adobe Illustrator 

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

1-2-3 Device Background

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. 

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.

Key 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.  

Project 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.

In-depth Interviews

CCH Technical Leads

CCH Project Managers

CCH Clinical Research Coordinators

CCH  Nurses

Patients & Parents/ Caregivers

Research Insights 

Patient and/or Family Caregivers

Looking at what patient/caregiver motivators and barriers exist for each activity.

Healthcare Professionals

Looking at what staff barriers exist for each activity of daily living

1.0 Device Interaction Map 

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

Wireframing

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User Testing: Part 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 for them.

User Testing: Part 2

Tested with 10 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.

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 interactions.

Final Designs: Activity Dashboard

Gamification of Positive 
Reinforcement

Final Designs: Achievements 

Final Designs: Customizing & Editing Activities

Final Designs:
Data & Progress Tracking

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