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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. 

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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.

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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.

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

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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 

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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

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DIAGRAM QUESTIONNAIRE

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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.  

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