BACKGROUND
Tuberculosis (TB) is a potentially serious infectious disease that mainly affects the lungs. The bacteria that cause tuberculosis are spread from one person to another through tiny droplets released into the air via coughs and sneezes. TB is fully curable, but treatment is intensive, requires long-term quarantine, and comes with significant side effects.
This project focused on creating a tool that would allow providers in rural countries to better treat vulnerable TB patients and improve treatment outcomes. Prior to me joining the team, a beta application had been developed but still needed significant iteration and testing.
Deliverables
Qualitative and Quantitate Research Guide,
User Research Report of Findings,
User Interface (UI) Design System,
Lo-Fi & Hi-Fi Prototypes/Wireframes
Role
Project Lead,
UX Researcher,
UX Designer,
Data Analyst
Industry
Healthcare, Medical Devices
Healthcare, Informatics
"How might we empathetically design an application that addresses the barriers that TB patients face during treatment?”
Exploratory Research
As the sole UX researcher on the team, I was tasked with conducting all of the research for this study. I chose to use both qualitative and quantitate methods to investigate the problem space. I sought to understand the barriers to TB treatment, typical experiences of TB patients and providers, and opinions of the pilot app.
Sample
38 Former TB Patients
7 TB Providers
4 TB Researchers
Methods
12 Individual Interviews
3 Focus Groups
49 Survey Responses
Tools
Microsoft 356
Google Sheets
Qualtrics XM
Tableau
Key Research Findings & Design Opportunities
A thorough analysis of the extensive dataset revealed significant design opportunities for the application redesign. I presented the findings in a comprehensive research report for the design team; the following are the most compelling results of the human-centered UX research process,
76%
of Participants cited confusion regarding the purpose of the daily progress report
96%
of Participants expressed support for a method of communication with support team
98%
of Patients experienced at least 1 symptom they didn’t expect
84%
of Patients recalled at least one instance of forgetting their meds
68%
of Participants though motivational elements were needed
Design Planning
The next step in the UX process, ideation, involves the development of design artifacts that would streamline the prototyping process of the redesign. The ideate stage of the UX process is all about exploring as many options and solutions as possible. The end artifacts presented here represent multiple cycles of discussion, thus ensuring robust planning guides.
User Journey Maps & User Flows
User Journey Maps and User Flows are important in UX because they help explain and visualize how users will interact with the product, including decision and pain points. They also allow rapid interaction design (IxD) prototyping by exploring ideal pathways without designing a full UI.
The following user flow focuses on what we called the “Daily Report.” This would be the primary way that patients sent in information to their providers. It needed to include everything that a provider would typically check/record with a patient during a visit.
Image 1: User Flow for daily reporting flow; each color corresponds with a step in the process.
Information Architecture
An Information Architecture (IA) can help organize a complex system into logical sections based on the kind of information that needs to be accessed and displayed to the user. This particularly useful for planning the number of wireframe components needed in a prototype.
Our IA organized the application into 5 sections, which were displayed in 4 key tabs. Each tab serves a primary function and is dependent on a specific form of information, e.g., “History,” which holds a user’s full history of submitted results.
Image 2: The final Information Architecture used for the TB application.
Design System
We created a Design System to establish a visual language that could be applied throughout the application to ensure a cohesive user experience throughout the application. This unite in design is achieved through the consistent use of established iconography, typography, and UI elements.
Image 2: The highly effective Design System; designed with be simple and visually elegant.
Prototyping a user interface
After the planning stage, we began the active design/prototyping phase, during which we developed Low Fidelity (Lo-Fi) and High Fidelity (Hi-Fi) wireframes. We designed empathically, always considering the emotional burden that a TB patient would be going through, by reducing the user’s cognitive load through minimal use of text and a prioritization of clear, simplistic, and logical visual hierarchy.
Home Page
The home page is organized into “cards” that all work together to cohesively give the user a comprehensive dashboard that empowers them to take control of their treatment. Action buttons, with clear and concise call-to-actions, are used to inform the user of things they can do from the home page.
The "My Progress" card was designed with 2 research findings in mind: (1), users sought more information regarding what to expect, this lead to the Treatment Timeline, (2) users needed motivation to continue through their treatment, so "Streaks" were created. Another research finding showed that patients needed and desired medication reminders, so they were incorporated into this page.
Daily Report
The Daily Report was designed as the vehicle through which the patient submitted information about their progress to their provider. As such, we focused on ensuring that this process was easy to navigate. Our research found that users were confused about the order of steps, so we reduced confusion by limiting the direction a user could travel through the flow.
Calendar
We sought to include as many motivational elements as possible, so we decided to introduce the concept of “Reporting Streaks.” The user would be encouraged to report everyday so as not to break their streak (a streak indicator is also present on the Home page). A calendar view presented an optimal UI for displaying long-term streaks. Another reason for designing a calendar was to allow users to clearly see which days of the week they struggled to report for, thus presenting an opportunity for improvement.
We, however, wanted to prevent a situation where users would be discouraged from using the application if they were to break a streak. To aid in maintaining streaks, and thus preserving user engagement, the team decided to allow users to retroactively report for up to 7-day prior. This feature was central to the Calendar’s design.
Messaging
Overwhelmingly, our research showed that 96% of participants felt that accessible messaging between providers and patients would be critical to treatment success. Following that important finding, the messaging tab’s primary function is to connect patients directly with members of their support team, like nurses and doctors, to discuss information they submitted via their report.
Additionally, we saw an opportunity for community building through the use of anonymous chat rooms where patients could share their experiences and offer each other support.
Education
Through our research, we identified a design opportunity: TB patients require information about what to anticipate during their treatment. We also recognized that this page could also house information about the application. Whenever possible, we opted to include videos rather than long text responses. Sections are collapsable to ease navigation.
RESULTS
After the design process, which involved significant stakeholder involvement and feedback, the application was ready to be handed off to the software developer team to finalize into a working product. From there, the application was launched in Argentina and Indonesia. Here are some results:
92%
Average Usability rating based on exit surveys conducted with patients
421
patients successfully cured from tuberculosis!!
87%
of patients would recommend the app to other TB patients
REFLECTION
Designing this application was an incredible experience. It was the first time that I led a team of designers and researchers in an end-to-end development process, so it was an learning opportunity for me; I learned a lot! Here are some key take-aways!
Research is Key
User Research (UXR) is an absolutely invaluable step that should be carefully conducted prior to the creation of any design artifacts. This step of the process allowed the whole team to better understand and empathize with the users we were designing for. Additionally, my extensive research allowed the team to make informed decisions at every step of the design process.
Involve Stakeholders Often
Our decision to involve our stakeholder groups throughout the process was extremely helpful for gathering additional feedback in situations where new unknowns came into play. For example, when we sought guidance on the window for late reporting.
Iterate, Iterate, Iterate
Every deliverable that we produced was the result of multiple iterations, each heavily discussed and edited. Iterating also allows the team to compare versions and determine which option is the strongest.
© Alfie Aguilar Vidrio 2024. All rights reserved.