Professional Documents
Culture Documents
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Contents
01 02 03 04
- Links to Prototype
- Problems Encountered
OTHERS - Future Prospects (Glut 2.0)
- Conclusions/Learnings
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Project Definition
The task was to solve Health related problems; we came up with
concerns of solving Mental Health and productivity at workplace,
Diabetes, Fertility and Sexual Health problems. After much
deliberation we decided to make our research around Diabetes.
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Proposed Ideas
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Final Idea
Chose diabetes due to the following reasons;
- Among the three themes, “Diabetes” gave the most opportunities to create a solution
that can help a larger user group.
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Introduction to Diabetes
Diabetes is a disease that occurs when your blood glucose, also called blood
sugar, is too high. Blood glucose is your main source of energy and comes from
the food you eat.
The main cause of diabetes vary by type, but no matter the type of diabetes you
have it could lead to excess sugar in the blood which leads to serious health
problems.
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Diabetes is a disease that occurs when your blood glucose, also called blood sugar, is too high.
It is chronic and it is becoming more prevalent.
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User Interviews
To better understand user problems, we decided to go through two of the most
effective ways to gather data to help create a solution that is usable, reliable and
user centred.
- Physical interview
- Questionnaire
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bit.ly/jiresurveyform
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User Empathy
Key insights from primary research - Frequently heard user voices
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User Empathy
Key insights from primary research - Survey results
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Personas
Personas
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Scenarios
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Problem statement
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Competitor Analyses
-Screen Audit
My Sugar
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Competitor Analysis
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Feature List
This a list of all features mentioned by all correspondense, and general insight
from the research.
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Card Sorting
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Information Architecture
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User Journey
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Introducing Glut
With the rise of diabetic diagnoses rapidly increasing across the World, providing practical care for
individuals who live with this condition is a necessity.
Living in a busy world where everything is fast paced and other extra curriculum activities, seeking for
attention, there are tendencies to forget medications. After making research and gathering findings
from the survey and users interview, it was discovered that the common challenge of the targeted
users, is not being able to manage their medication intake.
This led to the decision of creating an application that would help Diabetes management. From the
Survey , it was observed that 85% of the targeted audience have a busy lifestyle which makes a diabetic
patient forget to take medication as at when due.
Aside having a diabetes app that tracks blood sugar which is a common feature in all other diabetes
application. Glut also has a featured called Inventory, which is designed to manage the User’s
medicine and medical suppliers.
For this feature to perform at optimal, additionally a reminder feature is included to push notifications
for users to be notified when to take medications.
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Sketches
To start wireframing, a rapid test of the Home Page was
conducted to understand the direction to take. Out of the
many interesting findings, it was decided to keep some
ideas and discard some.
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Paper wireframes
1 2 3
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Paper wireframes
Home Inventory
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Paper wireframes
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Digital Sketches (Low-Fi)
Inventory Profile
Home 35
Digital Sketches (Low-Fi)
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Laws of UX
In relation to Glut
- Aesthetic-Usability: Users often perceive aesthetically pleasing design as design that’s more usable.
(ONBOARDING PAGE)
- Doherty Threshold: Productivity soars when a computer and its users interact at a pace (<400ms) that -
ensures that neither has to wait on the other.
- Laws of Uniform Connectedness: Elements that are visually connected are perceived as more related than
elements with no connection. (BUTTONS)
- Fitt’s Law: The time to acquire a target is a function of the distance to and size of the target. (HOME PAGE)
- Von Restorff Effect: The Von Restorff effect, also known as The Isolation Effect, predicts that when multiple
similar objects are present, the one that differs from the rest is most likely to be remembered.
(INVENTORY PAGE)
- Miller’s Law: The average person can only keep 7 (plus or minus 2) items in their working memory.
(NAVIGATION BAR)
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High Fidelity
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High Fidelity (screens)
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High Fidelity (screens)
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High Fidelity (screens)
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High Fidelity (screens)
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High Fidelity (screens)
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High Fidelity (screens)
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Design Iterations
WHY ITERATE?
Iterative design allows designers to create and recreate ideas until the design is interpreted for its
desired functionality.
- iteration helps designers to explore alternative solutions, experiment with new ideas, and test
different approaches. iterating design is critical for designers to create successful
user-centered designs that meet the needs of the target audience
- It provides regular testing which can provide a strong desired performance framework for
acceptance testing
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Design Iterations
Home page
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Design Iterations
Inventory page
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Design Iterations
Community page
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1
Accessibility
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Accessibility
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Usability Test
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Usability Test
Testing Kit
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Usability Test
Tasks to be done:
1. Add a Blood Sugar entry
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Usability Test
Snippets from
User testing
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Usability Test
Testing Insights
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Usability Test
Test Results
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Glut 2.0 (Future Prospects)
The application was conceived with the notion of solving user problems faced by people
with diabetes to help wth their diabetes management.
With a longer time-frame the app can be extended in the future with features like:
- Option to track diet, and fitness activities: To provided a holistic diabetes management experience
- Personalized dietary recommendations: Diet recommendations based on the blood sugar history of the
user
- Chatbot support: Live chatbot support for technical issues, medical queries
- Option to interface with medical professionals: To help connect with doctors/nurses, book hospital
appointments, online consultations
- Connect with users on Feed page: To enable users to connect directly with other users via instant
messaging
- Wearable interface: Key features including reminders, adding sugar entry can be interfaced via a
wearable device. This enables on-the-go diabetes management.
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Problems Encountered
- Team Personalities
- Time Constraints
- Emotional attachment
- Our Diversities
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Heuristics in Glut Design
- Error prevention
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Heuristics in Glut Design
- User-centered design
- Hierarchy
- Accessibility
- Jakob’s law
- Usability
- Doherty Threshold
- Less is more
- Context
- Product Personality
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Tools and Techniques Used
- Figma
- Figjam
- Card Sorting
- Poster card
- Sketch
- SUS analysis
- Adobe Illustrator
- Photoshop
- Miro
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Links
https://linktr.ee/glutjire