ROLE

UX Research

Product Design

Mobile Application Design Interaction Design

Visual Design

 

 

PROJECT

 Azoi Kito+ Project  

 

DESIGN TEAM

 Priyanka 

Tina

Kauri

 

 

 

 

OVERVIEW

Azoi is a health-tech company focused on

 

providing real-time affordable and clinically

 

accurate vital monitoring products. It aims to

 

equip users with accurate knowledge of their

 

health simply and unobtrusively, enabling

 

healtheir lifestyle decisions.

MY ROLE IN DETAIL

I had the opportunity to be a part of this project.

 

I successfully led the interaction design,

 

visual design and research of this enterprise -

 

an iOS mobile application

 

 

The Client Vision

UNDERSTANDING THE BUSINESS ANGLE

Our project began with a kickoff meeting where in we learnt about the client's vision for this product

 

and their overall business goals for developing this application. Our client has created a hardware

 

solution an iphone case with embedded sensors capable of taking a person's body vital signs. Kito+ has

 

engaged with our team to create a Mobile App User Experience. Their current application allows users

 

to track five vital signs which are - Heart Rate, Respiration Rate, Blood Oxygen

 

Level, Electrocardiography (ECG) and Skin Temperature. The client wanted us to design a lite mobile

 

application that allows a user to take and track only ONE vital sign.

 

 

 

 

DESIGN CHALLENGE

Our Challenge was to Design a solution that is both informative to a caring parent and entertaining to

 

keep a young child engaged with the application from one target Body Metric.

 

 

 

KEY RESEARCH INSIGHT

Process

DESIGN SPRINT PROCESS

Design Challenge Exploration

ASSUMPTIONS AND AREAS OF FOCUS

Our team worked to developed the following areas of focus. Some examples:

 

- What are the opportunities based on research and audience?

 

- What are the visual and interaction opportunities to be explored?

 

- How can you affect behavior change through use?

 

- How can data translate and be visualized as information or in a meaningful way?

 

- Explore concepts of gamification, behavioral economics- how do they use this in the

 

interface so that it's compelling?

 

The Competitive and Comparative Analysis 

EXPLORING THE COMPETITOR LANDSCAPE

We conducted a competitive analysis of the thermometers in the market to understand the

 

devices. Some of the elements examined to arrive at this list of competitors were the number of

 

thermometers. After identifying the competitors, every group member was assigned with the task

 

of observing the salient features of every competitor’s. These features were then compared and based

 

on the discussions and on the findings from the survey, we listed certain dimensions that helped

 

us understanding how accurate is the feature useful. 

 

 

The Discovery 

UNDERSTANDING THE USER

Storyboarding 

VISUALIZING THE EXPERIENCE

After our kickoff meeting, I started my design process with an aim to understand the target users and

 

formulated user personas to highlight their goals, needs and challenges.

 

 

 

The Approach

CREATING EMPATHY 

PARENT USERS

In order to identify the key features of our

 

product, we decided to talk to the

 

families around us and list down some

 

common and salient characteristics of

 

parent users.

 

 

CHILD USERS

We also felt that children are an

 

integral part of this experience and hence

 

we included them in our observation study.  

 

 

Ethnographic Observation

SEEING TWO SIDES OF THE SAME COIN

Delving deeper into the process of "how the parent user" and "how does a child user feels", we decided

 

to conduct user interviews for understanding the both side stories. For the purpose of this project we

 

spoke to 4 parent users and 3 child users. Me and another team member also visited the family to

 

interact with them. Post the user Interviews, we learnt about the user habits, challenges and goals and

 

they were key factors in solidifying the overall features of this product.

 

 

 

The Vision

VALUE PROPOSITION

Our focus is to design a solution that is both informative to a caring parent and entertaining to keep a

 

young child engaged with the application. We would like to introduce a Kito+ Mobile Sticker

 

Application that will bring an efficient way of quickly and easily reads skin temperature with the

 

welcome convenience of tracking it with the stickers. So the parent user know how a fever behaves over

 

time and child user can also be entertained.

 

 

 

The Solution

KITO+ MOBILE STICKER APPLICATION 

 

THINK OUT OF THE BOX- As small kids have little hands to hold the Kito+ case, we came up with the idea

 

of Stickers. Stickers can be wore at any time, as parent user has to take temerature over certain period

 

of time during a day as per doctor's advice. As some parents are busy ,Kito+ sticker reads the

 

temperature over time and records it to the kito+ mobile application. Kids love to wear them all day as

 

Kito+ stickers are colorful and it has their favorite cartoon characters. 

 

 

 

Design Ideation 

DESIGN EXPLORATION ON PAPER

The next phase involved me immersing in the ideation of interaction details and alternatives for every

 

screen. As a team we would then sit and evaluate these design alternatives to set a direction. 

 

 

 

User Task Flows / Information Architecture

VISUALIZING IT END TO END

As the next step, my aim was to translate the business and user objectives into a flow that gave me an

 

overview of the user touch points and user's overall journey while usin this application.  Thus, I engaged

 

in translating the functional requirements of the system from a user's perspective into task flows- one

 

for a parent user and the other for a child user.

 

 

 

 

Prototypes

Design Validation & Usability Testing

TESTING OUR ASSUMPTIONS, HYPOTHESIS

With the consensus of the design team I was able to solidify on a design direction and dived further into

 

prototyping the screen flow and interactions of the application. In this stage of my design, I used paper

 

and post it notes extensively.  I conducted guerrilla tests with these paper prototypes and the

 

feedback helped me detail the interactions on every app screen, smoothen out the screen flow and

 

places that I seem to have missed while sketching the designs.

 

 

 

Feedback

IMPACT 

As a full time working mom, anything that makes my life easier is welcome. I owned some other

 

thermometer I always struggled to get an accuate temperature reading for my son, who hardly sit still

 

for any length of time, let alone for a temperature-taking! The thermometer that you swipe across the

 

forehaed never seemed to have an accurate reading when I used it- and it definitely wasn't very easy to

 

use. I used to call the doctor when the kids were sick and just "guess" at what their temperatures

 

were. The Kito+ seems super easy to use- it works quickly and displays the temperature directly on the

 

phone and allows to save the reading and symptoms for kid as necessary. And my son love the Kito+

 

stickers which are colorful and looks like a tattoo. 

 

- Kaira, San Jose

 

The Conclusion

KEY LEARNING

While working on this project I learnt about the various design approaches for creating a sustainable,

 

productive and health and wellness of application.  I also gained valuable experience in

 

deploying measurement methods as a principle for designing interfaces of both qualitative and

 

quantitative data collection. I am now familiar with a variety of motivation models  and behavior change

 

strategies that can be successfully leveraged in application design for personal use. And finally

 

by understanding the ethical challenges inherent in personal data collection, I was able to evaluate the

 

ethical implications of systems designs from a variety of perspectives.

 

 

 

Print | Sitemap
2016 All Rights Reserved By Priyanka Sharma