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Depression Decision Aid

Physical cards concept  to a mobile app that helps physicians and patients identify the medicine

Time frame

3 Weeks

My Role

Team lead,  Researcher, UX/UI Designer

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Depression is a common mental disorder affecting more than 264 million people worldwide. It is characterized by persistent sadness and a lack of interest or pleasure in previously rewarding or enjoyable activities.  It can also disturb sleep and appetite; tiredness and poor concentration are common. Depression is a leading cause of disability around the world and contributes greatly to the global burden of disease. The effects of depression can be long-lasting or recurrent and can dramatically affect a person’s ability to function and live a rewarding life. (who.com)

The Project

Choosing the right antidepressant can be a daunting task. With so many choices and such unpredictability in their individual effects, patients with depression often spend months or years casting about for the right medication, while clinicians are often uneasy or unwilling to offer options other than their preferred prescriptions
 
A new study shows that a simple series of conversation cards can dramatically improve both the patient’s and their physician’s satisfaction with the discussion on and comfort with the choice of antidepressant. The findings appear in the journal

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Source: KER UNIT YouTube

Problem

Right now, The physician should sit near the patient to do the test. The physician is using the physical cards to communicate with the patient is effective, but the physical paper card losses the fresh looks after a few presentations. It makes them print more papers for the test again.

Design Process

We decided to follow the Human-Centered Design Thinking process to make sure that our design decisions were supported by user research and feedback in one-week time span.

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Deep-dive into the Current System
Stakeholders Interview

Patients often abandon antidepressants because of unrealistic expectations, lack of treatment efficacy, or unacceptable side effects. Physicians, meanwhile, often focus on a medication's stated effectiveness, rather than the patient's broader needs and preferences. The decision aids tested in this trial come in the form of evidence-based conversation tools, designed to help patients and their doctors use the best information about depression medicines to address the specific situations of the patients using the medicine. Used in the context of these conversations, these decision-making tools can help the patient and doctor arrive at more informed, patient-centered choices.

A set of five paper cards was developed by the Clinic’s Center for Innovation. The series of physical cards showing weight, sleep, sexual issues, the patient to visually compare the various side effects of medication and cost to decide which drug to take, based on the patient’s expectations from the drug he/she choose from the list. They already have some research data. 

RESEARCH

Research
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Physical card for the test

 User Interview - Physician

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This is a great opportunity to get more data/details about the focus user group from the experts( Physicians) 

We had 7 detailed discussions with Doctors who are experts in depression treatment. 
NB: Unable to post real interview photos here

Key points

Emotional attachment with patient

Patient history is VERY important

Physicians find the relevant medicine through the detailed discussion

Different patients react differently

Depression is a private and personal issue

 User Interview - Patient

After the discussion with Physicians, we decided to have a detailed workshop to learn more about the user group. Based on the discussions and the learning through the internet and expert interviews, It gives us more clarity about the user group.

We try to find answers to the major questions.
How? Why? When? How to solve it?

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Image courtesy: medicalnewstoday

Semi-Structured
User Interview & Survey

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This is not like the regular interview with the end-user. We participated in 7 user interviews with a Patient & a Doctor. Lots of information was gathered through secondary research. But It's important to get real-world data and information from the real patients. 

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Key Quotes from Users

"Getting more comfortable while talking with Physicians"

"Initially worried to visit Physician"

"Surrounding"

Depression is a private and personal issue

Observation

We got an opportunity to see how the current concept work and what are pain & bliss points 

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Source: KER UNIT

IDEATE

Ideate

We synthesize the qualitative and quantitative research data. We create an Affinity map for the date nights. 

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Persona - Physician

Mutual user expectations 

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Typical User Journey

How current testing is working. Patients typically come to the hospital for the test and the Doctors find a good, calm, cool, and private place for discussing with patients. The physical cards are the main ingredient for the test.

Source: KER UNIT YOuTube

Typical Users Journey

Emotional Experience

We decided to create an emotional experience (Mood map) based on the typical customer journey. The patient diagnosed with depression should be a different experience and emotion from the other user category patients. 

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Emotional Experience map (Mood map)

But, Different patients have different emotions

Identified Pros & Cons

Based on the Qualitative & Quantitative I list out the pros and cons that were identified while using physical card concept.

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Identified Pros & Cons

Emotional attachment is the key role here!
That's the primary challenge....!!

Design Principle

We created four design principles based on this concept, to focus on supporting positive human interactions with technology and adding more value to improve the conversation. 

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Revisit

Easy to go back and forth when the user needs. Because the users always swapping the physical card while the discussion  

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Simple

It should look simple without any complicated design or experience.

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Comparisson

Easy comparison between the medicine the cards they chose

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Choose

Users should select the medicine with a seamless experience. 

Decision making

After all the research(Qualitative & Quantitative), Observation, and mapping we rely on the brainstorming sessions.

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How the decision made

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Brainstorming

Brainstorming & Solutions 

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User Flow

DESIGN

Design

First-Stage of Story Boarding
and Wireframe

We create a visual storyboard to study how they will explore this feature. And made the initial paper wireframe for the design review with my team. 

The primary user behavior is an important part of wireframing. Current evidence suggests that depression is linked to traits such as neuroticism/negative emotionality, extraversion/positive emotionality, and conscientiousness. Moreover, personality characteristics appear to contribute to the onset and course of depression through a variety of pathways.

Early Wireframe Explorations

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First stage of wireframe

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Use case 1: Test in Hospital

Use case 1: Test in Hospital

The patient will come to the hospital and discuss with the physician choosing the right medication through the mobile app.

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Use case 2: Test in Online

Use case 1: Test in Online

The patient requests an appointment with the doctor. Hospital arranges a video call with the patient on their internal system or other application. Doing remotely with face to face video call

Validation & Design Critics 

We come up with 3 shortlisted different ideas There are some of the pros and cons we identified. After the detailed discussion of experts and 17 end-users,  and the technical feasibility, We decided to go with the mixed option of ideas 1 & 2.

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OPTION  01

Real world design
without profile

OPTION 02

One application and use other apps for video call

OPTION 03

Like playing game: Both users will get instant visibility. + Profile

Redesigned the current solution for the
same experience as when patients in the hospital

To avoid learnability, Usability, Zero interaction..etc: for the Patients, we use an existing application
for the face-to-face communication. 

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Final solution with FaceTime 

Prototype

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The important part is to convey to the patient, this test they can't perform without a physician and share the exact information before they start each time.

Very few interactions to get the result. I always focus on not use any design animation while the user clicking for the response

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Choose Multiple & Compare

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Multiple Medicine

Users can choose multiple medicines.

Easy Comparisson

Users can compare shortlisted medicines.

Finalised Medicine

Users can see and save finalized medicine. 

Validate

VALIDATE

User testing

We did the task-based test (Remotely moderated test ). We the prototype with 5 doctors and Patients. In progress of user testing we test the entire application with the end users.

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Demo Image. Courtesy: Unsplash

User testing result & Test

Initial user feedback
& Heuristic Evaluation

Few screen based feedbacks that captured on the user testing. 

User feedbacks captured in the design

Unmoderated User Testing

We used the MAZE app to do unmoderated user testing with more than 20+ users in minimal time and gathered data and make it more insightful findings.

Reversed Design and Experience 

Based on the user feedback and the usability tests, we redesign the screens with the most important and common user feedback and the gap we identified. 

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Measure the KPIs

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Impact & Learnings

This project helped me to work on the projects for 1 week with minimal research. Creating a strategy is the core of the UX project. ​
 
Listening to users' stories gave me extra mileage to do the project. Be a good listener and observer.
Remote brainstorming sessions should me focused and result-driven
Remote research (Qualitative &Quantitative) went very well
Continuous usability test is the key for making a better product

YOYO Test

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