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All workDepression Decision Aid case study cover

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
Platform
Mobile app

The challengePaper decision cards improved the conversation about antidepressants, but they wore out, had to be reprinted, and needed the physician and patient in the same room.

What I didI led the team through physician and patient research, turned the card ritual into four design principles, and designed a shared mobile tool for the clinic and video calls.

What happenedIn tracked testing, 97% of 23 online users and 100% of 7 offline users found the medication. Testing also exposed the problems behind the redesign.

Depression Decision Aid case study

1. Understand

Why this problem matters

Depression affects more than 264 million people worldwide and is a leading cause of disability (WHO). Choosing an antidepressant is hard: there are many options, each person reacts differently, and patients can spend months or years searching for the right medication. Patients often abandon treatment because of unrealistic expectations, lack of efficacy or side effects, while physicians tend to focus on stated effectiveness rather than the patient's wider needs.

A published study showed that simple conversation cards improved how satisfied patients and physicians were with the discussion, and how comfortable they felt with the choice.

A physician and patient using the paper cards. Source: KER UNIT YouTube
A physician and patient using the paper cards. Source: KER UNIT YouTube

The real design question

The cards already worked, so the job was not to invent a new method. The problems were practical. Physicians had to sit beside the patient, and the cards lost their fresh look after a few presentations, so they had to be printed again.

How might we take the cards into a digital tool without losing the human conversation that makes them work?

The physical cards used in the test
The physical cards used in the test

How we worked

We followed a Human-Centered Design Thinking process, with testing feeding back into the design.

Design process
Design process

Research and validation at a glance

7physician discussions
7patient and doctor interviews
17end users in concept validation
5moderated test users
20+unmoderated Maze users

Listening to physicians

We held 7 detailed discussions with doctors who are experts in depression treatment. Real interview photos can't be shared here.

Depression Decision Aid case study
  • Emotional attachment with the patient
  • Patient history is very important
  • Physicians find the relevant medicine through detailed discussion
  • Different patients react differently
  • Depression is a private and personal issue

What we learned: The physician is not looking up an answer. The decision comes out of the conversation.

What it changed: The product had to support that discussion, not replace it.

Listening to patients

We ran a workshop to learn about the user group, then took part in 7 semi-structured interviews with a patient and a doctor.

Common symptoms of depression. Image courtesy: medicalnewstoday
Common symptoms of depression. Image courtesy: medicalnewstoday
Semi-structured interviews (illustrative photo)
Semi-structured interviews (illustrative photo)
Interview and survey sheets for each participant
Interview and survey sheets for each participant
  • "Getting more comfortable while talking with Physicians"
  • "Initially worried to visit Physician"
  • "Surrounding"

Watching the current experience

We studied how the cards work in a real consultation: the physician finds a calm, private place, explains the test, and the two move between cards together.

Observation. Source: KER UNIT
Observation. Source: KER UNIT
Typical user journey. Source: KER UNIT YouTube
Typical user journey. Source: KER UNIT YouTube

2. Define

Two people in one decision

We synthesized the research into a physician persona and a shared view of what each side expects. Both need trust, privacy and facts, but they arrive with very different emotions.

Persona - Physician
Persona - Physician
Mutual user expectations
Mutual user expectations
How the decision is made: the sweet spot is physician and patient deciding together
How the decision is made: the sweet spot is physician and patient deciding together

Where emotion rises and falls

Emotional experience map (mood map)
Emotional experience map (mood map)

A paper consultation, card by card

ExplainThe physician explains the text and FAQ.Mood rises
Choose a cardThe patient picks the most relevant topic.Sleep: mood dips
Choose againAnother card is chosen.Weight: lowest point
Remaining cardsSex, stopping and cost are discussed for the chosen medicine.Mood recovers
CloseThe physician hands over a booklet.Ends positive

Rebuilt from the emotional experience map. The hardest moment is in the middle, so that's where the interface should stay quietest.

But, different patients have different emotions.

What the paper cards do well

Identified pros and cons of the physical cards
Identified pros and cons of the physical cards

What to keep, and what to fix

From the paper cardsTypeWhat the app does
Talking face to face, feeling each other's emotionKeepThe conversation stays with the physician, in person or on video
Easy swapping back and forthKeepRevisit: move between issues freely
Readability of the physical cardKeepComparison stays visual, side by side
Printing more cards, paper waste, costFixOne digital tool, nothing to reprint
Updating medicines, changing the textFixContent can be updated in one place
Marking and remembering the chosen medicineFixA saved shortlist stays visible
Cards lost after sharingFixThe final medicine can be saved

Rebuilt from the pros and cons board.

What we learned: The pros were human. The cons were operational, plus one cognitive problem: remembering what was chosen.

What it changed: Emotional attachment became the primary challenge. Digitising the logistics was easy; keeping the human feeling was the hard part.

Four design principles

Depression Decision Aid case studyRevisit

Easy to go back and forth, because people always swap the physical cards during the discussion.

Depression Decision Aid case studySimple

No complicated design or experience.

Depression Decision Aid case studyComparison

Easy comparison between the medicines they chose.

Depression Decision Aid case studyChoose

Selecting the medicine should feel seamless.

3. Ideate

From ideas to a flow

Brainstorming
Brainstorming

The strongest ideas from brainstorming

Care
Empathy and sympathy are very important
Zero remembering design
Interaction
Going back and forth is very important
Auto comparison
Voice interactive
Connection
Easy video call
Mobile screen sharing for the test app only
Use other available apps for the video call
Beyond the test
Track the medicine details
Nearby available pharmacy list
Reminder about shelf life

A selection from the brainstorming board below. The Connection ideas fed directly into the final direction.

User flow
User flow

App structure

Intro
  • Introduction
  • FAQ
  • About the app
Select issue
  • Weight
  • Sex
  • Cost
  • Sleep
  • Stopping
Choose
  • See medicines by issue
  • Choose one or more
Compare
  • Shortlisted medicines
  • Move between issues
Decide
  • Final medicine
  • Save it
  • Or restart

Rebuilt from the user flow. The intro is mandatory because the test can't be done without a physician.

Storyboarding two situations

Depression is linked with personality traits that affect its course, so behaviour shaped our wireframes from the start. We storyboarded both situations before drawing screens.

One tool, two situations

In hospitalOnline
How it startsThe patient comes in for a discussionThe patient requests an appointment
How they connectFace to faceA video call the hospital arranges
What must stay the sameThe physician guides the choiceThe physician guides the choice
Use case 1: Test in hospital
Use case 1: Test in hospital
Use case 2: Test online
Use case 2: Test online
First stage of wireframes
First stage of wireframes

Three options, one decision

We shortlisted three ideas and reviewed them with experts and 17 end users, and against technical feasibility.

The three shortlisted concepts
The three shortlisted concepts

How the options compared

OptionIdeaOutcome
01Real-world design without a profileCombined
02One application, with other apps for the video callCombined
03Like playing a game: instant visibility for both, plus a profileNot chosen

The key trade-off was the video call. Building our own would have meant patients learning something new at a vulnerable moment. An existing application such as FaceTime avoided that, so the session feels as it does in the hospital.

Final solution with FaceTime
Final solution with FaceTime

4. Design

Set the expectation first

The first screen tells the patient the test can't be done without a physician, and shares the exact information before each session.

Few interactions, no distraction

I deliberately avoided decorative animation so attention stays with the two people, not the screen.

Choose, compare, finalise

Choose multiple medicines
Choose multiple medicines
Compare the shortlist
Compare the shortlist
See and save the final choice
See and save the final choice

View the Prototype here...

5. Validate

Moderated testing

We ran remote, task-based tests with 5 doctors and patients.

Moderated results by task and user

TaskU1U2U3U4U5
Understand what the app is✓✓✕✓✕
Read the instructions and give feedback✓✓✓✓✓
Choose the most relevant category2nd try2nd try✓✕✓
Select a medicine or change the selection✕✓✓✓✓

16 of 20 attempts succeeded, 2 of them on a second try.

Original user testing sheet
Original user testing sheet
Demo image. Courtesy: Unsplash
Demo image. Courtesy: Unsplash

What people struggled with

Screen-by-screen feedback was more useful than the pass rate. Comparing meant scrolling and forgetting earlier details, the design changed suddenly between screens, and OK and Restart led to the same screen.

Feedback on the issue and compare screens
Feedback on the issue and compare screens
Feedback captured on later screens
Feedback captured on later screens

Unmoderated testing at scale

We used Maze to reach more than 20 users, combining task paths, opinion scales and a five-second test.

Test setup
Test setup
Mission: choose weight as your first problem
Mission: choose weight as your first problem
Opinion scale
Opinion scale

What changed

From feedback to change

What people saidDesign responseStatus
Which medicine is already selected?Selected medicines are highlightedDesigned
Struggling to move forwardA clearer way to proceedDesigned
Icons without text weren't understoodIssue tiles keep their text labelsDesigned
The medicine name is tricky to communicateNext action from the KPI roundOpen
Reworked issue selection and medicine list
Reworked issue selection and medicine list

6. Outcome

KPI tracking by week
KPI tracking by week

Week 1 and 2 results

GroupUsersFound the medicationAction
Online2397%Medicine name is tricky to communicate
Offline7100%None

Performance was 8/10. We reiterated, then continued into weeks 3 and 4.

What I learned

  • Listening to users' stories gave the project extra mileage. Be a good listener and observer.
  • Creating a strategy is the core of a UX project, especially on a short timeline.
  • Remote brainstorming should be focused and result-driven, and remote research worked very well.
  • Continuous usability testing is what makes the product better.

What this does not prove

These numbers show people could use the tool. They don't show whether patients stayed on treatment or felt better.

Proposed measures for the next round

QuestionMeasure
Does it improve the conversation?Patient and physician comfort with the choice, compared with paper
Is the medicine name clear?Task success naming the chosen medicine
Does it hold up clinically?Whether patients stay on the chosen treatment

These are proposed measures, not results.