
ADL 1-2-3 Device Redesign
Client
Cincinnati Children's Hospital
Cancer and Blood Diseases Institute
Duration
6 months
Role
Team Lead, UX Research, Interaction Design
Actions
Defined project goals and schedules
Created research plans and guides
Handled client communication
Conducted stakeholder research
Developed personas and journey maps
Analyzed and identified key insights
Held ideation and design exercises
Produced concepts and wireframes
Constructed prototypes
Designed user interaction experience
Conducted usability testing
Presented to stakeholders and client directors
Team
Ariel Swift, Kellen Crosby, Virnda Trivoli
Project Links
What is the 1-2-3 Device?
The 1-2-3 device was developed in an effort to reduce infection rates and help patients manage their own "Activities of Daily Living". 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 physical 1-2-3 device was used to log these activities and keep track of points awarded for completion.

Project Objective
Cincinnati Children's was burdened by the upkeep that the physical 1-2-3 device required from stakeholders. We set out to design a system that fosters co-production between all stakeholders and results in improved adherence to infection reducing daily activities for CBDI patients.

Goal 1
Understand stakeholders and their relationship with the current device

Goal 2
Understand user motivation for increased compliance
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Goal 3
Design an improved digital experience for the primary stakeholders
Stakeholder Interviews
We held semi structured interviews with patients and caregivers to gather insights about their needs as users and the current deficiencies they experience while using the current device. In addition to talking with stakeholders, the team also observed them inside of the hospital using the current 1-2-3 device. From these interviews and the contextual inquiry, the team created task analysis, stakeholder maps, personas, and user journey maps to inform direction.





Youth patient motivation
Getting insights from youth patients during interviews was generally difficult. Getting them to elaborate on topics that even adults struggle with, such as personal motivation, is even harder. To gather these motivational insights, we created game based interview tools to frame discussion.

Concept Feedback Testing and Iteration
Based on the research phase, the team identified criteria goals for the digital experience that were lacking for users in the original device. After ideation sessions, we created rough paper decks of different concepts that built upon different criteria concepts. When getting feedback from users, paper prototypes led to much more engaging conversation about the concepts rather than jumping straight to digital prototypes.

Draft 1: Task Tracking
Draft 2: Introducing Motivation
Draft 3: Age Inclusion
Usability Testing Scenarios




Application Map

Prototype
Reflection
During this project, I gained the intangible skills of interviewing and designing for young users. Researchers and designers must really put themselves in the shoes of the stakeholder when creating material to interact with them. During usability testing, I learned you must be vigilant about addressing bias. In hindsight I noticed the design team ,unbeknown to us, form questions that were leading. Some questions were trying to force validation in the design rather than assessing things at face value. In the future, I plan to test the teams questions with co-workers outside of a project before putting them in front of users. This project is now handed off to Cincinnati Children’s technical team for next steps in development.






