
DiabetesNinja
UX/UI DESIGN
A daily use health-care application for diabetes type1 children
ROLE
Designer —
Researching,
Ideating,
User-Testing,
Prototyping
DURATION
Three mouths from March - June 2019
TOOLS
Photoshop
Illustration
Adobe UX
Invision
TEAM
Two UX designers:
Kyösti Hagert and Chang Cai (me)
DiabetesNinja projector manager David Bennehult
Figuring out what type of role is DiabetesNinja play, what is the short term and long term goal for DiabetesNinja, what the priority challenges that needs to improve in the three months UX design project?
PROBLEM
Learn to live with diabetes for children(7 - 12 years old) is a big challenge since they barely know about the disease and the nutrition of the food. Besides, keeping health also requires their self-management ability which is even a challenge for adults.
SOLUTIONS
With DiabetesNinja, children can gain knowledge of both diabetes and nutrition in a heuristic process and, at the same time, the application could company them in fostering their habits of managing their choric disease in an enjoyable journey.

APPROACHES
Human- centered design
Prototype experience
Activities - based research
Research through design
PROTOTYPE
The prototype shows an embedded avatar levelling up gamified system in assisting children in remembering the order of disease-related index registration and in learning about related knowledge.

DESIGN CHALLENGING
Explore the pragmatic possibilities that can provide children with an enjoyable user experience where children can use the application in both monitoring disease index purpose and learning related knowledge.
INITIAL RESEARCH
DiabetesNinja Background
Vision
Current Problems
The initial research focuses on understanding design context, clarifying the design requirements, discovering the main problems.

Currently
a single Function Improvement
is not sufficient to approach the vision
Since
the Engagement of using this application is Low
How PLAYFULNESS can provide an ENJOYABLE experience
THE ROLE OF DiabetesNinja
Through the analysis of the role of DiabetesNinja in relation to the potential stakeholders and the problem that the application is facing, the outcome shows that low engagement is the obstacle in approaching the vision.
How to enhance engagement? How to embedded the heuristic teaching approach that children can gain knowledge naturally?
DESIGN THEORY 1.
ENJOYABLE EXPERIENCE
PSYCHOLOGY SATISFACTION
AUTONOMY
RELATEDNESS
COMPETENECE
CHALLENGES
AUTONOMY
SATISFACTION
AUTONOMY
SATISFACTION
RELATEDNESS
SATISFACTION
RELATEDNESS
SATISFACTION
COMPETENCE
SATISFACTION
Make their
own dailies for complete
Create collaborative cooperation
Using metaphor for mirroring scenarios
The chance of sharing experience
The feedback of complete task
SELF DETERMINATION THEORY
How to design gamified elements where the allowance of enjoyable experience can enhance DiabetesNinja engagement?
DESIGN THEORY 2.
CHALLENGES
AUTONOMY
SATISFACTION
AUTONOMY
SATISFACTION
RELATEDNESS
SATISFACTION
RELATEDNESS
SATISFACTION
COMPETENCE
SATISFACTION
Make their
own dailies for complete
Create collaborative cooperation
Using metaphor for mirroring scenarios
The chance of sharing experience
The feedback of complete task
PRESETTING SYSTEM
POINT SYSTEM
NOTIFICATION SYSTEM
NOTIFICATION SYSTEM
GAME ELEMENTS
Personal informatics (PI)
-
Help people to collect and reflect on personal information
-
Visualize personal information
-
A focus shift from the self to the behavior to be changed
-
Physical activities in changing an individual’s behavior
MOTIVATION
Children learning theories
-
Learning process is not just children make his knowledge his own, but he must make his own in a community that where they get it
-
Everyday experience as a recap in generalizing the learning process for children.
LEARNING THOERIES
Pedagogy Motivation
-
The social influences initiated by coach, parents, and peers are all important to young children’s perceived competence consolidation since, in the interactive process, those alliance with social groups generate four motivational outcomes, including effort, enjoyment, competence, and competitive trait anxiety.
MOTIVATION
How to design workshops to enhance the engagement for
collaborative explorations?
CO-DESIGN PROCESS
Workshop 1
Problem Definition
Workshop 2
Users' attitudes and behaviours research
Workshop 3
Prototype testing
Workshop 1 Problem Definition
GOAL:
METHODS:
PROCESS:
Gaining an understanding of DiabetesNinja design context and the main stakeholders' vision.
Starburst; Roleplay modification.
Starburst used for exploring DiabetesNinja's vision.
Roleplay used for exploring and analyzing the relationship among the application, end-users and other potential stakeholders.


Pictures are the photos from the workshop and the document from the discussion

OUTCOMES and FINDINGS: The first workshop showed that DiabetesNinja focuses on two directions: First, it is a tool using for managing and supporting diabetes type1 children’s daily life; Second, it has the medium function that can influence on other social groups.
Workshop 2 Users' attitudes and behaviours research
GOAL:
METHODS:
PROCESS:
TASK 1. Interview-based activity
Gain insights into users' experience, use context, and their attitudes towards game/game elements.
Interview-based activities; A day in the life; Storytelling.
The workshop divided 3 tasks following a sequence from users' experience investigation to users' preference exploration.
TASK 1.
Understanding DiabetesNinja user experience.
Physical movements embedded as a method for participants(children) answering the questionnaires.
TASK 2. A day in the life in understanding usage context

TASK 2.
A diagram prepared with a timeline where children shared their daily activities and details about using the DiabetesNinja.
Understanding the usage context and related experience.
TASK 3. Attitudes towards game/game elements;
Storytelling for understanding children's ideas on diabetes
TASK 3.
Children chose tangible game elements, such as Badges, metal badges, leaderboards, game friend card and explain answer the questions why they think it can be connected with DiabetesNinja.
OUTCOMES and FINDINGS: [1]. Children feel suffering from diabetes. [2]. There is a cognitive ability difference between age 7 and 12 years old children. [3]. Children like to play games and know game elements. [4]. Children show interests in a more playfulness experience in interactive with DiabetesNinja.
How to design workshops to enhance the engagement for
collaborative explorations?
Workshop 3 Prototype testing
GOAL:
METHODS:
PROCESS:
Test a gamified prototype and understand both children's and guardians' attitudes and reflections.
Digital prototype, Invision.
A digital prototype and open questions.
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INFORMATION ARCHITECTURE
[1] Index registration order
[2] Taking pictures + guardians checking system
[3] Communication function
[4] Levelling up system
[5] Avatar modification system
[1] Presetting function
[2] AR technology as an approach for food
registration
[3] Levelling up + Social connection
Testing aspects
Future working

DIAGRAM QUESTIONNAIRE


OUTCOMES and FINDINGS: [1]. The level-up system can activate children motivation for using DiabetesNinja. [2]. The detailed visuals of the ninja are also the factors contributing to children’s interests in sharing and be proud. [3]. There is a need for the complexity of playfulness in the future version of DiabetesNinja to sustain the engagement.

