Medirio Interface

Page 1

INTERFACE DESIGN INSULIN D E LIV E R Y SY ST E M Major Project report by Ryan Haydon In collaboration with Medirio & Dominic Smith



“Simple can be harder than complex: You have to work hard to get your thinking clean to make it simple. But it’s worth it in the end because once you get there, you can move mountains”

(Steve Jobs, 1998)



ACKNOWLEDGEMENTS M Y SIN CE R E ST T H A N K S Matteo De Donatis Matteo was the contact from Medirio that oversaw the project on their behalf. He provided excellent insights into the reality of the medical design market and gave his full support throughout the project. He is a great design thinker and I hope that the relationship built during this project will continue into the future. Marco Ajovalasit Marco, the project supervisor, has continuously inspired me to push further into the research and taught me a huge amount about human factors- a design approach that heavily influenced every aspect of the project. His support, guidance and continuous encouragement has progressed the project above and beyond what I thought would have been possible at the beginning. Massimo Micocci Massimo has provided his expert feedback and opinions on the device. His knowledge of the older adult market and their specific requirements has led to great insights and extremely interesting discussions. Dominic Smith Dominic's excellent work on the physical architecture of the device made making decisions on the interface simple. His excellent suggestions throughout the project helped me to explore interactions and refinement of the information architecture. All participants of user testing Particularly Colin and Beryl Fricker Colin and Beryl gave up their time whenever required to explain existing treatments or take part in experiments. Their expert contextual feedback from real patients was invaluable. Matt and Claire Haydon My parents have always encouraged me to pursue my ambitions no matter what. They taught me to always work hard and persevere towards a goal. I will be forever grateful for their love and support which has allowed me to explore my future freely.


CONTENTS REPO R T OV E R V I E W

Introduction Project introduction

Inspiration User experience analysis

8. Abstract 9. Introduction 10. Project Overview 12. Objectives 14. Deliverables 16. Time Plan 18. Background Knowledge 20. Type Diabetes 24. Market 28. Design Principles 30. Design Process 34. Usability Principles 38. Acceptance Principles 40. Proposed Principles

42. Comparative Products 44. Perceptual Map 46. Product Analysis Outline 48. Insulin Inhaler 50. Syringe 52. OmniPod 54. Pen System 56. Jet Injector 58. Contextual Interview 60. Observations 62. User Journey 64. Task Analysis (HTA) 66. Decisions (HTA) 67. User Perception 69. Decisions (Perception) 70. Information Architecture 72. Definition 74. Initial Architecture


Ideation Development & User Testing

Implementation Integration into final prototype

76. Usability Study 78. Overview 82. Prototype 01 88. Decisions 90. Architecture 02 92. Prototype 02 98. Decisions 100. Architecture 03 102. Prototype 03 108. Decisions 110. Prototype 03.2 114. Decisions 116. Final Architecture

122. Colour, Typography & Icons 124. Colour 126. Decisions 130. Typography 137. Decisions 138. Icons 140. Decisions 142. Screen Technology 143. Decisions 144. Final Implementation 146. Proposed User Journey 148. Final Prototype 156. Evaluation 158. Expert Feedback 160. Future Development 162. Conclusion 164. Back Matter 165. Appendix 178. References


I NT RO DU CT IO N

ABSTRACT PROJECT SU MMA R Y The purpose of this project was to really analyse insulin delivery systems and develop an interface for a new device that empathises with the users on a deeper, emotional level. This report formalises the work undertaken to take this idea to a solution, it includes contextual analysis of existing treatments, development of the information architecture, usability testing and final implementation. The proposed solution was design to enhance usability and social acceptance of insulin therapy, encouraging adherence to medication and encouraging good behaviour. This report details the usability principles used to aid the design process along with detailed design decisions at each stage that influenced the final implementation. The final design minimises the required interactions to perform tasks to ensure ease of use whilst offering a deeper level of understanding and tracking should the user desire it, with the information being able to be sent to the people users care about, family and doctors.

_ 8_


I NT RO DU CT IO N

INTRODUCTION M ED I CA L D E SI GN 'People are so concerned about being first, that they forget about being better...I believe that the world can only be saved through design... Art is to be free, design is to fix.'

(West, 2015)

The medical market is to some extent saturated with design that is concerned with being first, but not better and the Diabetes market is no different, a disease that effects 382M people worldwide and the treatment is antiquated, obtrusive and insensitive to the patients real needs and desires. This provides an opportunity to impact the market in a new, intuitive acceptable way. In collaboration with the medical company Medirio, this idea has been explored.

_9 _


I NT RO DU CT IO N

OVERVIEW BRIEF The project can be summarised in one sentence: Design a user interface for an insulin delivery system. However there is a great deal more depth to the project. Medirio is a Swiss company that is re-designing the way insulin is administered, ensuring that the user has a more pleasurable experience. They are aiming to do this by reducing the stigma of insulin administration, the discreet nature of the device aids this process, being able to administer anywhere, at any time, with minimal effort.

tissue where insulin is injected. When the user requires a dose they simply select the required number of units on the hand-held device and place against the patch, they can communicate up to 5mm away from each other so the device can be used through light clothing.

Ensuring that a wide user base in terms of age and experience can successfully use the device is the most important aspect of the project and listening to their needs along with the needs of their families will provide the base of the project; allowing the creation of the underlying information architecture and hierarchy and finally all of the design decisions will be combined together to deliver a final design specification and prototype, with principles.

The device they are working on is a patch system that consists of an insulin reservoir (patch) and a hand-held device (for which the user interface is designed). The patch is stuck onto the skin and contains a small needle that pierces the skin and into the fatty

_ 10 _


I NT RO DU CT IO N

Š 2015 Medirio SA. All Rights Reserved.

Medirio have been working hard on the engineering behind the device ensuring the system works perfectly. However the requirements of the user and how information is represented to them is equally important. Information and interface design is an increasingly important discipline as technology increases and new users need to be targeted.

_ 11 _


I NT RO DU CT IO N

DEFINITION OB JE CT I V E S The core aims of the project provide focus points and deliverables for the project; the first is a comprehensive usability study of existing devices, the second an outline of the information architecture both two and three dimensional elements, thirdly a wireframe showing the contents of the user interface and how they are linked, and finally the implementation of a prototype for testing and feedback from users but also to show possible investors. Usability study An analysis of five existing devices will be conducted, measuring them against six usability factors (Wilson et al. 2010a). Contextual interviews will be used to explore how real users interact with, and feel about devices, literature research to see how experts have tested and reviewed existing systems and forum based research to see how people externalise their feelings. This analysis will provide a starting point for the project showing the pitfalls of existing solutions and therefore the biggest design opportunities. Information architecture outline The structure of the system will be outlined based on the contextual research completed prior to this. The architecture consists of four components: screen size, display technology, interaction and navigation. The objective of this is to create a set of parameters to aid the design process and restrict some decisions.

_ 12 _


I NT RO DU CT IO N

Navigation Map (wireframe) An overview of the device will be created in the form of a wireframe, a map of the entire information system, showing links and navigation between screens. The wireframe will eventually contain visuals of each screen to aid the post-design process of implementing into the final device prototype. Principles for designing for social acceptance and usability The core goals of the project translated into principles to adhere to when aiming for social acceptance, a combination of literature review, lecture theory and personal experience and observations. Prototype development. Based upon all the above elements a series of prototypes will be constructed and tested on real users to understand their needs in greater detail. This will then provide the information for the final prototype, both a “works-like” and “looks-like” to ensure the greatest detail can be outlined for future work.

_ 13 _


I NT RO DU CT IO N

DELIVERABLES USER A N D PH Y SI CA L Mandatory

Optional

These are compulsory for the project to be successful.

Objectives that add additional elements to the project.

·· Prototype of application. ·· Looks-like specification of screen elements. ·· Thoroughly tested information architecture, reducing the number of required interactions. ·· Relevant user feedback.

·· ·· ·· ·· ··

Desirable

Enhancements

These are goals that should be achieved.

Goals that will enhance the products experience.

·· A set of design principles for designing for social acceptance and usability. ·· Intuitive IA and navigation system. ·· Intuitive interactions. ·· Usability study of existing solutions.

·· Gestural controlled elements. ·· Touch screen. ·· Encourage better behaviour.

Colour analysis. Typography analysis. Icon analysis. Dosing in under 15s. History (tracking doses). ·· Tutorial mode.

_ 14 _


I NT RO DU CT IO N

Insulin syringes provide one of the existing therapies for patients. Image:(Ezyhealth, n.d.)

_ 15 _


TIME PLAN Objective Lifestyle constraints Existing Treatment research Storyboard insulin pen usage Design requirements through HTA Identify system errors Define user tasks for information architecture Intuitiveness and context research Information Architecture report Existing UI research Evaluate interactions with current dosing Research regulations, guidelines Outline sequence of actions Prototype 1.0 Explore error handling Prototype 2.0 User Testing Analyse user test feedback Prototype 3.0 Proof of UI concept Future Steps

October

November

December


January

February

March

April


BACKGROUND KNOWLEDGE


Design must fit the everyday lives of users, ensuring that they want to use it and are unashamed to administer in public, during their daily routine, perhaps commuting. Image:(Crame, 2013)


I NT RO DU CT IO N

BACKGROUND TYPE 2 D I A B E T E S Diabetes Diabetes effects 8.3% of the adult population (382M) and is set to rise dramatically to around 582M people in the next 25 years, with over $147B of expenditure in Europe alone (Federation, 2013). Type 2 diabetes (T2DM) occurs when the pancreas of sufferers does not produce enough of the hormone Insulin, which regulates the body’s ability to take glucose and use it as energy. Patients with this condition must inject a bolus dose, an injection that is specifically taken at meal times to keep the glucose level under control post-meal. This provides one of the major concerns to diabetes sufferers, the fact that they always have to think about finding a private space to inject themselves, this is due to the stigma of injecting in public, which is highly negative as the process a user must go through is met with connotations of drug use. The project overcame this through a sensitive, iterative approach grounded through human factors research. 84% of sufferers believe that T2DM is stigmatised by others (Browne et al. 2013). There has been a large amount of publicity stating that obesity causes T2DM, which it can. However this has led to a great number of non-sufferers assuming it is caused by a patients lifestyle, that they are lazy and have let this happen to themselves (Hilson 2014). This can lead to people with the disease feeling that they are negatively stereotyped and therefore have inadequate opportunities, which people have expressed as more prominent than explicit discrimination. For example “I looked up the adoption [criteria]...a couple of the

_ 20 _


I NT RO DU CT IO N

countries said ‘no type 1 or type 2 diabetes’...I suppose if adoption agencies are saying no diabetes then that’s not going to happen. (#16, woman, 35 years)” (Browne et al. 2013, p.6). Therefore, some patients can feel the need to hide their illness.

a positive behavioural change, healthcare professionals have actually had a detrimental effect to patient progress by focusing on the negative aspects of a patients behaviour. It is not experienced by all patients, however those that do feel effected become cautious of further professionals and may end up not seeking any further medical help and rely on internet sources. (Browne et al. 2013).

There are three main sources of stigma, these are: Media: There are two sides to the media’s current approach of T2DM being a lifestyle disease; firstly it continues negative stereotypes from the community and creates unpleasant emotional reactions within sufferers of the disease. However on the other hand, the disease does contain a lifestyle aspect and reinforcing this encourages patients to lead more active lives and also creates a helpful and responsible preventative message. Furthermore the disease has association with premature death and substantial burden on the patients, the health system and society as a whole.

Family and friends: In general, the family and friends of sufferers can provide invaluable support during tough times living with the disease. However a large majority do describe events where negative comments behaviour has left them feeling hurt, particularly when in reference to dietary choices as they always feel the pressure to eat well.(Browne et al. 2013). These stigmas can lead to people mismanage their medication and one of the key points regarding every insulin delivery system is the requirement for self-management. All devices require the patient to be educated in the consequences and invested into the treatment for it to be successful and to avoid

Healthcare Professionals: Some patients have reported that rather than providing support and encouragement to promote

_ 21 _


I NT RO DU CT IO N

non-adherence. Patients have described a general resistance to taking medicines and none want to take more medicine than they already are (Elliot et al. 2001 p.3). In the United States alone it has been documented that up to 50% of people are not taking medication as recommended which incurs costs to the healthcare system of an estimated $300 billion (Foo et al. 2011 p.1). The main reason for non-adherence in patients, especially older adults is forgetfulness, with around 24% of patients reporting this as the leading cause (Boston Consulting Group 2003 p.1). The non-adherence to medication then exacerbates the existing conditions of the illness. Many devices now provide audio or visual cues to remind patient on medication times. There is however a challenge related to all of these devices, it is that of long-term adherence which deteriorates over time and is increased in patients with chronic illnesses. Whilst all the advances in devices focusing on simplifying medication delivery are positive, a multifaceted approach is now needed for behaviour to be sustained in the long term

_ 22 _


I NT RO DU CT IO N

Original Medirio Design - Context of use Š 2015 Medirio SA. All Rights Reserved.

(Sabate, World Health Organization 2003 pp.107-114). There are a number of factors that patients (with more than 1 illness) take into consideration when deciding to take / not take a particular medicine, these are: symptom control, side effects, fear of the disease, cost, negative experience, beliefs and acceptability (administration route and stigma). Whilst not always explicitly a yes or no to a particular drug these influence how a patient views different treatments (Elliot et al. 2001 p.3). The main factors that are experienced when the patient has a single illness are reduced to the side effects, cost and acceptability. Many health conditions and particularly T2DM can be improved dramatically through simple lifestyle modifications such as; increased exercise and the weight loss that comes with it, a tailored nutrition plan and ceasing smoking. It has been shown that when choosing between medicine and a lifestyle modification, people are increasingly likely to pick a modification because of side effect concerns or a dislike for taking the medication (Elliot et al. 2001 p.4).

_ 23 _


I NT RO DU CT IO N

DIABETES MA R K E T Target Market The T2DM market encompasses around 92.5% of the total number of cases worldwide, which is equal to 353 million sufferers (Centers for Disease Control and Prevention, 2014). Of these sufferers, the large majority, especially in Europe use a pen injector system. This leads to an expenditure of around $136B. (Federation, 2013). Furthermore the complications involved with the disease mean that around 28% of deaths in patients are related directly to the disease.

appropriate ways to ensure the experience for older adults is as easy as possible. These include, using intuitive gestures, ensuring button function is unambiguous and minimising navigation to 3 clicks in any direction. (Wilson et al. 2010a) Many older adults are experiencing multiple health concerns and having a high blood glucose level puts you at risk of a variety of other conditions including, heart attacks, strokes and kidney problems (HealthinAging.org 2012) all of which are more common as people age. These factors mean that many older adults with diabetes have a complex regime comprising of multiple tablets/ injections on different days and at different times. It is also suggested, that as people experience an increasing number or medical conditions, their adherence to therapies/regimes decreases (Chiou et al. 2014), providing an additional barrier to improving or maintaining quality of life.

Many of these complications relate to the fact that a large proportion of sufferers are older adults, with around 40% of cases found in people over the age of 65 (Kirkman et al. 2012). Designing with this age bracket in mind provides two key areas of focus: Many older adults are less technologically aware, therefore the time taken to become proficient on a device of sufficient complexity, is much greater than that of a young adult. There are

_ 24 _


I NT RO DU CT IO N

Insulin Delivery The insulin delivery system market for T2DM is largely saturated with very similar, conventional injector pens. The user defines the dose they require through rotation of a dial on the opposite end from the needle, removes the cap and injects into the skin, usually around the torso. The maximum dose of these devices range from 40-80 units (1 unit is 1/100th ml) in 0.5-2.0 unit increments (Graveling & McIntyre 2008). There are other devices that can be used in a similar way to insulin pens; syringes which are cheap and disposable, and specialised large dial devices for patients with visual impairment. However these are very rarely used as they provide obvious drawbacks from regular insulin pens. Familiarity is a key point when designing a piece of technology that radically changes the user experience from that of it’s preceding. There are a number of touch-points to consider when approaching insulin delivery systems. The first is the user's journey through dosing and administration, the key point here being the tactile experience of dosing, turning a dial is a point of familiarity that may make the transition from a pen device easier and more intuitive. The second is the feedback that is experienced when injecting, the user must press and hold the button for 10s to ensure successful administration, a feature that will feel natural upon moving to a new device. Both of the features can help to create a harmonious transition into the new technology. Healthcare technologies and interfaces have to combat an interesting problem, that of trust. A product must have a certain aesthetic, form and signifiers that leave no doubt in the user’s mind as to the purpose of the device. The user therefore has trust that device X will get rid of or aid symptom Y, there is however a reverse side to the trust coin, which is that for people unfamiliar with the user, it provides an immediate feeling of discomfort and illness. Furthermore people that have diabetes are often extremely uncomfortable revealing this to people because of the stigma surrounding the disease (Lin et al. 2008).

_ 25 _


I NT RO DU CT IO N

North America

South America

46%

Undiagnosed

_ 26 _


I NT RO DU CT IO N

Europe

Middle East & North Africa South East Asia Western Pacific

Africa

Diabetes cases by prevalence throughout the world. (International Diabetes Federation, 2013)

_ 27 _


DESIGN PRINCIPLES


A set of principles for designing for social acceptance and usability outlined to base further design decisions. Image:(Startup Stock Photos, n.d.)


I NT RO DU CT IO N

DESIGN PROCESS HUM A N -CE N T R E D IDEO HCD The design process starts with the breakdown of Human-Centred Design (HCD) and IDEO’s toolkit. HCD is a process that is used to create new products, interfaces and services, it is titled humancentred as it starts with the people. It allows the breakdown of users needs, dreams and behaviours to learn how to appropriately affect their behaviour. The process starts with three questions what is desirable, feasible and viable. (IDEO, 2011) Desirable What do people desire ? Feasible What is technically and organisationally feasible ? Viable What is financially viable ?

_ 30 _


I NT RO DU CT IO N

Start Here

DESIRABILITY

FEASIBILITY

VIABILITY

All designs that use a human centred process should hit the centre of this diagram, being desirable, feasible and viable

_ 31 _

(IDEO, 2011)


I NT RO DU CT IO N

H Hear

C Create

THEMES

Time STORIES

OBSERVATIONS INSPIRATION

IDEATION

Process The process is split into three distinct areas Hear (Inspiration), Create (Ideation) & Deliver (Implementation), the journey flows between concrete observations and abstract ideas/insights before a final implementation plan can be defined (IDEO, 2011). Hear (Inspiration) Collection of data and inspiration through user research. Create (Ideation) Translation of research into opportunities, solutions and prototypes. Deliver (Implementation) Realisation of solution including an implementation plan. _ 32 _


I NT RO DU CT IO N

D Deliver Abstract

OPPORTUNITIES

SOLUTIONS PROTOTYPES

Concrete PLAN IMPLEMENTATION (IDEO, 2011)

_ 33 _


I NT RO DU CT IO N

PRINCIPLE 01 U SA B ILIT Y The definition of usability in the ISO 9241 standard is: “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use” In Designing Pleasurable Products, Pat Jordan describes usability as “vital but not the whole story” going on to say: “Although usable products will not necessarily be pleasurable, products that are not usable are unlikely to be pleasurable. Usability then, should be seen, in many cases as a key component of pleasurability” These two views on usability approach the subject from two different, equally valid positions. The ISO standard stating very quantifiable goals or targets that can be measured to achieve a usable product, interface or product. Pat Jordan on the other hand explores a deeper emotional connection to pleasurability, no matter how many of the usability targets a product hits, if it is not pleasurable for the user, it won’t be used. He furthers the exploration of pleasure by defining “the four pleasures” as a framework to facilitate moving human factors beyond usability. These are categorised into: Physio-pleasure Pleasures connected to the human senses, touch, taste, smell etc. in the context of products this is mostly concerned with tactile (holding and touching during interaction) and olfactory (smell and pleasure) properties. (Jordan, 2000)

_ 34 _


I NT RO DU CT IO N

Macintosh is widely regarded as bringing usability to the personal computer market in the 1980’s

Image:(Fager, 2010)

Socio-pleasure

Defined generally as the pleasure experienced when in the company of others. This includes person-to-person relationships as well as personto-society relationships and the way status, image and stigma effect these. (Jordan, 2000) Psycho-pleasure Concerns peoples cognitive and emotional reaction to a product or system. With regards to cognitive demand, the errors experienced when performing a task and emotional pleasure of completing the task. (Jordan, 2000) Ideo-pleasure Discussing very theoretical entities Ideo-pleasure looks at the emotional connection to the user through their beliefs, for example a product made from biodegradable materials could, to some users provide additional value. Similarly the aesthetics of a product or system can provide added pleasure over it’s functional benefits. (Jordan, 2000)

_ 35 _


I NT RO DU CT IO N

Further from the ISO definition of usability there are six key factors that can be used to measure the success of an interface’s usability. Whether it is a 2D or 3D interface the principles provide a marking criteria for the system as a whole (Wilson et al. 2010a) and the following are the most relevant to medical, application based devices and interfaces. Learnability

Memorability

This measures how easy a system is to learn upon first use. It is measured primarily by analysing task performance for a user or users who have had very little experience to the task and interface, therefore people who are unfamiliar with insulin delivery will work well when measuring this.

Tracks how easy the system is to become familiar with, after a period of inactivity. Although unlikely in the given system as users should be administering every day it is important to ensure that the memorability of the interface is high.

Efficiency

Comprised of two components; firstly the ability for users to make a mistake when using the device, perhaps pressing an incorrect button or becoming confused. Secondly the management of errors in the device itself, low battery warning and failed dose being prime examples of this.

Errors

Extremely similar to learnability but involving a user who is familiar with the system, it is often improved by reducing the number of clicks or interactions to get to a particular end goal. However ensuring that the information cluster (density of possible interactions) is low is important to keep the data easy to parse.

Satisfaction Combines a great deal of the information from the above factors, but importantly it includes personal opinions and feelings about the device, how is it perceived by the user. These feelings are hard to measure but exercises can be conducted to probe people about this. Using a relating task, asking the user to give the device a personality and building a persona is useful to see how they see the device.

Effectiveness Arguably the most important and fundamental component to usability. It outlines the extent to which the system goals are achieved, which in this case is to successfully administer a dose of insulin. If the user cannot do this, the interface has failed.

_ 36 _


Interface should be usable quickly and easily on-the-go. Image:(Essl, n.d.)


I NT RO DU CT IO N

PRINCIPLE 02 SOCIAL A CCE PTA N CE User Perception

user with information about the product and context. Therefore it needs to be considered thoroughly with regards to social acceptance.

It was interesting to note through research that users often did not know explicitly the opinions of strangers in regards to diabetes, the treatment and stigma attached. It was largely thought that strangers held negative connotations towards the disease but nobody was able to say this with any certainty. This suggests that encouraging users to believe that the device is acceptable to use in public is the largest challenge when overcoming social acceptance

Challenge Flow is an aspect of psychology that looks at the “completely focused motivation� that a user can experience when completely absorbed in a given task. It can be applied to the social acceptance of a product, because ensuring that the user is motivated to use the device, despite any restrictions is the first step towards ensuring acceptance (Rico and Brewster, 2010). Csikszentmihalyi outlines challenge as being one of the key aspects to ensure that users feel motivated to use a product with the system being adequately challenging (interesting) to capture their attention.

Emotion In the book, Emotional Design, Don Norman discusses the thought that the emotional side of design may be more critical to a product’s success than its practical elements, and to a large extent emotion is the largest factor effecting the social acceptance of a product or interface. The stigma faced by a product is largely controlled by peoples' emotional responses, with users taking pride in their belongings because they bring meaning into their lives (Norman, 2005). Without the emotion the user would not be able to make appropriate decisions, emotions pass judgements presenting the

Desirable Acceptability of the device can assured by creating a desirability factor with the public being interested in the device rather than sceptical of the function and the users' health. Having impressive aesthetics on the interface ensures desirable. The product must also be considered in relation to it's context.

_ 38 _


I NT RO DU CT IO N

Usable in social, everyday situations Image:(Sheldon, n.d.)

Confidence

A commonly held expectation of what will happen when a button is pushed in a particular context is a useful tool for design. Taking advantage of such expectations will help users to learn the device, and ensure its function is memorable so that the user becomes confident at performing required tasks. Items should also be configured to ensure the necessary interaction evident for the user (MacLeod 2004, p.28).

_ 39 _


I NT RO DU CT IO N

PROPOSED PRINCIPLES SO CIAL ACCEPTA N CE & U SA B I LIT Y Ensure the product is pleasurable Ensure the product is desirable Ensure the product has as few interactions as necessary Ensure the product is challenging Ensure the product contains no redundant information Ensure the product gives useful feedback Ensure the product handles errors appropriately Ensure the product evokes confidence

For more information please see supplementary principles booklet.

_ 40 _


Leave the user feeling good Image:(Pandone, n.d.)


COMPARATIVE PRODUCTS


Insulin administration products analysed as a basis for further design decisions.


I NS PI RA TI ON

PERCEPTUAL MAP

INSULI N T R E AT ME N T S There are currently seven distinct insulin delivery systems, these have been mapped onto a diagram showing the perception of the product, the vertical scale showing acceptance and the horizontal showing usability, the size of the circle represents the cost of the treatment. From this, the following five were chosen for deeper analysis against usability factors.

1. Insulin Inhaler

5. Jet Injector

Selected for analysis as it provides an interesting alternative to needles that are not user friendly.

Analysing the pitfalls of the most unusable system.

2. Syringes

Not chosen as they are primarily an accessory to injector pens.

6. Injection aids

Chosen as to understand the pitfalls of the most unacceptable device on the market

7. Patch Implant Not chosen as the devices are not really on the market yet, most still in testing, with the available ones being extremely expensive.

3. Pump system (OmniPod) Selected for analysis as the OmniPod pump provides the closest competitor for the Medirio device. 4. Pen System The most commonly used therapy, chosen as to analyse features and aid migration to Medirio device.

_ 44 _


I NS PI RA TI ON

High acceptance

Low Usability

High Usability

Low acceptance

Selected for analysis

Low Cost

Not selected

Higher Cost

_ 45 _


I NS PI RA TI ON

ANALYSIS OU T LIN E feel natural upon moving to a new device. To further understand the nuances of different systems and how these effect the design of a new insulin delivery system a comparative product analysis was conducted. The main competitor product for the device is another patch system called Omni Pod. It was analysed along with the main other delivery systems available in the UK market. The devices provide a radically different administration experience but are compared to outline downfalls in their usability and inform future design decisions. Areas are scored 1-10 (with 10 being the best).

Familiarity is a key factor when designing a piece of technology that radically changes the user experience from that of the preceding treatment. There are a number of familiar aspects to consider when approaching insulin delivery systems. The first is the user’s journey through dosing and administration, the key point here being the tactile experience of dosing, turning a dial is a point of familiarity that may make the transition from pen device easier and more intuitive. The second is the feedback that is experienced when injecting, the user must press and hold the button for 10s to ensure successful administration, a feature that will

_ 46 _


Ef

fe

rs

ct

ro

ive

Er

ne ss

y

nc

Sa tis

ie

fa c

fic Ef

tio

n

Learnability

Memorability

Insulin Inhaler

Syringe

OmniPod

Pen System

Jet Injector


I NS PI RA TI ON

INSULIN INHALER EXPENSI V E H I GH T E CH Insulin Inhalers provide one of the best alternatives to needle baring devices as the device is easy to understand, working very similarly to and appearing inconceivably different to a conventional inhaler, therefore it scores consistently across the four initial categories. It’s performance drops in the last two due to it’s lack of feedback and price point compared to most other devices on the market.

(Exubera, n.d.) _ 48 _


I NS PI RA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

_ 49 _


I NS PI RA TI ON

SYRINGE LOW COST, D ISPOSA B LE Being the most simple device on the market at the moment, learnability, efficiency and memorability score full marks. The major downfalls of syringes however, are that they struggle to provide 100% accurate dosing, and crucially it has extremely negative connotations of drug use when viewed by strangers, ensuring that users are less likely to provide adequate care to themselves. The primitive technology means that the error handling and satisfaction scores are exceedingly low.

(Radio Kerry, n.d.) _ 50 _


I NS PI RA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

_ 51 _


I NS PI RA TI ON

OMNIPOD PATCH SIM I LA R SY ST E M The OmniPod patch provides an interesting comparison to the Medirio patch device. It provides great effectiveness and is a great deal more discreet than many other systems, so scores well in satisfaction. It is let down by it’s ease of use, due to the confusing information architecture and requirement for instruction on how to use. Instructions and tutorials are a highly important aspect of the device, as ensuring first time users can pick up and successfully dose is crucial. The language must be carefully chosen and displayed in an appropriate manner to ensure easy understanding.

(OmniPod, n.d.) _ 52 _


I NS PI RA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

_ 53 _


I NS PI RA TI ON

PEN SYSTEM M OST POPU LA R Learnability, efficiency, effectiveness and memorability score highly due to the systems simple design, the usability is let down by little or no error feedback and a device that has limited capabilities. It is however, the most popular insulin delivery system with around 90% of European users choosing to dose themselves in this way ((Centers for Disease Control and Prevention, 2014)

(Roshdy Pharmacies, n.d.) _ 54 _


I NS PI RA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

_ 55 _


I NS PI RA TI ON

JET INJECTOR NEE D LE -LE SS Jet injectors score extremely poorly because, whilst they are used in the same way as a conventional pen system the device lacks accuracy and the patient may not be receiving the amount of insulin they require. This is very dangerous and can lead to serious health complications. There is no error feedback to assist with this and the patient may only know when they test their blood sugar or if they start to feel low. This treatment is reserved for people with an extreme phobia of needles. Another drawback to the device is it’s appearance, it is a very strange, tool like machine that looks very aggressive.

(Injex, n.d.) _ 56 _


I NS PI RA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

_ 57 _


CONTEXTUAL INTERVIEW


A contextual interview undertaken with a diabetic patient and insulin pen user to further understand the

administration

process and effects on lifestyle.


I NS PI RA TI ON

INTERVIEW OBS E R VAT I ON S To understand more about the workings of the pen system and it’s user journey a contextual interview was undertaken. An hour was spent with diabetic patient of 23 years Colin Fricker. Having used a pen system almost his entire diabetic life he is well versed in the process, it’s benefits and it’s limitations. In order not to bias his views or comments on existing therapies Colin was not informed of the idea behind the device. Likert scale type questions were used to give context to each situation, encouraging him to elaborate and think.

Immediately after being diagnosed I really remember worrying about what I would do if I went out to eat with friends or family. However in the first couple of years the toughest aspect was getting used to testing blood sugar and injecting myself daily, I was a little squeamish and the thought of having to inject myself three times a day made my stomach turn. What do you think is the hardest thing about living with the condition now ? Surprisingly it is not any of the health concerns as I am very careful with what I eat, although they are becoming more prominent the older I get. The hardest thing is the injecting, especially if I am out. I am always planning where my next injection will be, often searching for public toilets if I am out, it’s not that I am embarrassed to inject in front of people, it’s just that I don’t want them thinking I am taking something funny or look at me like I’m ill. People shouldn’t think of me like that.

You have obviously had a great deal of time to come to terms with the condition and it’s effect on your life. How would you say it has changed your life ? I don’t know how much I do differently now because it was so long ago that I was diagnosed. I know that it was a big factor in helping me to quit smoking and I really appreciate that. At first it restricted me from eating what I wanted as I used to eat a lot of sugary food, I have a bit of a sweet tooth. However after a while I got used to the change in diet and even slimmed down quite a bit!

Do you think there is a ‘best thing’ about living with the disease? And if so, what ? That’s tough because I guess that although it is a disease it has in a way had some positive impacts on my life however they often come with negative aspects too. If I had to pick one it would be

Initially, in the first couple of years what was the hardest thing about living with diabetes ?

_ 60 _


I NS PI RA TI ON

the improvement of my lifestyle. Stopping me smoking and improving my diet, however I do miss some of those things though.

Have you ever mismanaged your medication? If so, was it a conscious decision and why?

You use a pen system, what are your overall opinions of the therapy ? Anything you would like to change ? Or anything you think is done particularly well ?

Of course I have forgotten to inject myself, but I can’t remember a time where I have stopped the medication on purpose. Some people suggest that they feel stigmatised by the public, healthcare professionals and friends/family. What are your thoughts on this?

The insulin pen system works pretty well for me, it is portable without being too small and increasing the chances of me forgetting or losing it. I would like it to be a bit more inconspicuous and look less like a medical device. I would also like it to hurt less when I inject, sometimes it’s really painful.

Similarly to the question about strangers I guess I don’t really know what the general public think although there is often a question of how my lifestyle effects my health, perhaps insinuating I was or am unhealthy. As for doctors, some seem to nag rather than encourage, I do see a specialist who is a lot better at dealing with the problems faced by diabetics. My family and friends are very understanding of the condition, perhaps this says more about them than how the overall population feel.

What do strangers think of the insulin pen? I’m not too sure what they honestly think, I guess I only know what I think they think if that makes sense. I think they think it’s really negative, that I’m really ill and some people are a bit wary of the needle. I haven’t ever just injected in public to see what people actually think, I guess I don’t have the confidence. _ 61 _


I NS PI RA TI ON

USER JOURNEY INSULIN A D MI N IST R AT ION This user journey maps the timeline of administering insulin, against the user satisfaction of performing the given sub-task. The satisfaction is shown on the vertical axis and whilst there is no value assigned, it is the relationship between each point in the timeline that is of importance.

Initial drop in satisfaction as the user is reminded what they have to do.

Remember to inject

Pressure and apprehension of finding a discreet location to inject.

Measure blood sugar

Work out dose required

_ 62 _

Find location to inject

Check insulin level


I NS PI RA TI ON

The monotony of having to replace the cartridge and either waste insulin or inject twice.

Replace Cartridge

Select dose

Sharp pain sometimes experienced when injecting decreases satisfaction dramatically.

Pierce skin

(Optional)

_ 63 _

Putting the device away and not having to inject gives the user the greatest increase in satisfaction.

Hold inject button

Pack away pen


I NS PI RA TI ON

TASK ANALYSIS Interview questions provide a good initial source of information but answers can often have a hint of bias. To further understand the injecting/dosing/priming process and understand whether what Colin was saying reflected his actual feelings, he was asked to outline the process of using his pen broken down to as many steps as possible. From this a Hierarchical Task Analysis (HTA) was compiled which, along with SHERPA

No.

Task

Required Knowledge

1.0

Calculate Dose

1.2

Forecast dose requirement

2.0

Check Pen

2.1

Check insulin level

The required dose

2.3

Remove needle guards

N/A

3.0

Replace Insulin

4.0

Prime Pen

4.1

Shake Pen

Crystallisation of insulin

4.2

Turn dose to two units

N/A

4.3

Air Shot

Check needle is expelling insulin

5.0

Administer injection

5.1

Turn to required dose

Required dose

5.2

Bunch skin on injection site

N/A

5.3

Insert needle

Depth to push needle too

5.4

Push plunger

N/A

5.5

Leave for 10s

Insulin dispersion

6.0

Needle Disposal

Food to be eaten & glucose level

_ 64 _


I NS PI RA TI ON

(Systematic Human Error Reduction & Prediction Analysis) has outlined the particular pitfalls of insulin pen therapy and allowed for decisions to be made to prevent these. These have been combined in the below table which shows the most important and relevant tasks, errors and the solutions available (full table available in Appendix 01). The rows highlighted in green were to be implemented into the device as a high priority.

Feedback

Potential Problems

Solutions

N/A

Inaccurate dose

Monitor average dosing

Visual representation

Throwing away insulin

Inject remaining insulin ●

Tactile vibrations

Injury whilst removing

Remove needle interaction

Liquid hitting phial

Cartridge/needle clogged

Appropriate error message ●

Jog wheel (dial)

Selected dose too large

Pushing motion of pen

Needle clogged

Appropriate error message ●

Jog wheel (dial)

Selected dose too large

N/A

Inappropriate area inject in

Allow change of dose size ●

N/A

Needle not in far enough

Click through values

Pushed too hard

None

Not left for long enough

Allow change of dose size ●

Education of locations Keep needle inside user Inject button force tangential to needle direction

Feedback to show time lapsed

Implement into device _ 65 _


I NS PI RA TI ON

DESIGN DECISIONS TASK A N A LY SIS Monitor average dosing It is likely that the user would dose similar amounts at different times during the day. Having a breakfast dose, lunchtime dose and dinner time dose, the device could spend the first month tracking these and then continue to average the doses as they are administered. Inject remaining insulin Upon dosing there could be a situation whereby the user has selected a dose with insufficient insulin in the device. In the insulin pen system, the user would have two choices: 1. Inject twice, first the remaining insulin then a top up with new cartridge. However many users do not like to inject twice 2. Throw away the cartridge with whatever is left inside it, wasting insulin. The new system will recognise this and will finish the insulin remaining in the patch, then prompt the user to top-up the required amount. Appropriate error messages Error response is extremely important when ensuring the system is usable. The pen is an analogue device and as such has no error explanations. The new device gives the user solutions to any errors without telling them what has malfunctioned, as this data is redundant to the user. Allow change of dose size Some pens do not allow a reduction in the dose size without releasing some insulin from the needle, allowing the user to go backwards and forwards when selecting a dose is a very important function.

_ 66 _


I NS PI RA TI ON

USER PERCEPTION THOUGH T S A N D D E SIR E S The last exercise undertaken with the participant tries to further assess the thoughts of the user, and is based on the work of Marieke Sonneveld, using a set of questions to discover information about users perception that were previously unmeasurable. The exercise was designed to investigate tactile experience, but it is an extremely useful way to make the user think. It starts with a simple question:

What do you mean by “looks very functional”? I guess the fact it’s brown, a strange clean brown and green, these feel like hospital colours and the shape looks purposeful. You mentioned purposeful, if you had to assign the pen personality traits or jobs based on it’s properties what would they be ? For example a fineliner could be described as a butler, functional, smart and professional.

How do you interact with the product [insulin pen]? Pretty much 100% of the time I am using it when I am injecting so don’t really do anything else with it, I do like the clicking of theuy8 end when I turn it, the sound and the feel.

Doctor seems quite obvious, it’s quite nagging, boring also comes to mind. Perhaps a doctor that moonlights as a librarian. How do you feel when interacting with the pen ?

What properties of the pen are important for you to accomplish your goal ?

I feel a sense of relief, control of the condition, I also concentrate a lot in an “I don’t want to mess this up” sort of way. Concern over whether the injection will hurt.

It’s strong, I feel like I can trust it, the fact that it looks very functional also makes me feel trust.

_ 67 _


I NS PI RA TI ON

Apprehension ? Yes, apprehension works, along with self-consciousness Now, how would you like to feel when interacting with insulin delivery? Relaxed, at least less concerned than I do now. That’s the main change I would say, obviously I still need to concentrate, perhaps it could be more enjoyable though. Positivity would be good too. OK, so what personality traits does the new system need to have to make you feel this way? Professional, smart, fun, light heartedness. Can you think of any objects that communicate these messages ? I think a good suit.

_ 68 _


I NS PI RA TI ON

DESIGN DECISIONS USER PE R CE PT I ON Apprehension Currently users feel some apprehension when using the device, especially in public situations. Applying principles for designing for social acceptance will greatly improve these feelings of the user. Relaxation Relaxation in context of the situation is the absence of anything emotionally overwhelming or redundant in the system, ensuring that the information design of the system is simple, intuitive and clear. Trust Mentioned by the participant in the interview along with secondary research trust ensures the user believes the device is of benefit to them, the initial information architecture reflects this.

_ 69 _


INFORMATION ARCHITECTURE


The organisation and overview of version one of the information architecture. Mock-up: (Pixeden, 2015)


I NS PI RA TI ON

INFORMATION ARCHITECTURE D E FIN E D Information Architecture (IA) is the theory behind organisation of typically digital screen based systems. It encompasses a range of ideas: presenting, searching, browsing, labelling, categorising, sorting and even hiding information (Tidwell, 2011, p. 25). Having a structured, simple IA can shape a product and enhance its usability (Morville, 2006). Components There are four main components and techniques that capture the concept in an IA (Crawford, no date). These are outlined by Louis Rosenfeld and Peter Morville in the book Information architecture for the World Wide Web (2002), they are: Organisation systems are the categories in which information is placed, for example dose size, history and user information. They play an important part in differentiating pages or sections in the application. Labelling systems look at the terminology used through the system, taking into account the user's experience with the system. For example, the system should use "Insulin medication" rather than "Medicament" as it is more familiar to the user. Navigation systems are the way the user moves from one piece of information to the next, can be simple next/back buttons or more complex, gestural navigation. Searching systems are a requirement for most applications as at some point the user is going to want to search for some piece of information, here it is likely a previous dose, presented as a dated list or calendar.

_ 72 _


I NS PI RA TI ON

Organisation

Navigation

Dosing, selecting and injecting Priming, new patch information History, previous doses User Information Device Information

Scroll wheel, intuitive up/down, left/right movements Back/next buttons Simple swipe gestures as to not intimidate users.

Labelling

Searching

Basic language that is not intimidating to new inexperienced users. Medicine over medicament Insulin Units over mg (milligram) Error instructions to give the user instruction on what do to rather than diagnosis of what went wrong.

Dose represented as an on screen variable data point. History represented as a calendar as to aid the understanding of time and underlying patterns that may occur.

First sketch of IA organisation titles

_ 73 _



Initial Information Architecture The embodiment of secondary research and usability studies the initial IA shows a four page design that has multiple crossing points where one page can navigate to another, it is good practice to minimise these interactions that can clog the systems flow. This outline was used as a basis for the initial prototype to allow for testing with users.

Information architecture V1


USABILITY STUDY


Initial prototype testing

Cardboard button mock-up testing

Prototype v2 testing

Final prototype testing


I DE AT IO N

USABILITY STUDY OV E R V IE W Usability testing is the process by which products and interfaces can be tested. Representative users (participants) will be set typical tasks, while an observer or facilitator watches, guides and takes notes. The outcome is to collect both quantitative and qualitative data and to analyse any usability problems. Satisfaction can also be measured during these tests.

_ 78 _


ID EA TI ON

Essential Metrics When testing the usability of an interface it is important that there is clear knowledge of what needs to be measured. The following metrics (Sauro, 2011a) can outline certain aspects of the device from overall success of the device to more qualitative satisfaction levels. They can also be combined to give a deeper understanding of usability. Completion Rates

difficult tasks rather than satisfactory ones as the bad memory is more likely to be remembered. Errors: Processed through observations of the test, any time the user performs an unintended action or mistake it is noted. These can be collated across all users and given severity ratings which can then be mapped to interface issues.

Typically measured with a 1 or 0 value to record a success (1) or failure (0) of a given task. Often regarded as the fundamental metric of usability as it shows the ability of a user to accomplish a goal. Usability Problems Problems encountered during the test, rated by severity and how many users experienced it. This is then used to work out the probability of experiencing particular problems and which are found by only single users.

Expectation

The best measure of efficiency, especially when analysing a given branch of the interface. The time is started when the user has finished being briefed on the task and ended when the task is completed. Is useful when combined with Click Count (no.7) to greater measure efficiency.

Whether users like it or not, they will always have an expectation of a task and how difficult they expect it to be. Questioning this prior to the task being attempted provides a measure to compare actual difficulty ratings to. Click Count: Users may not always use the shortest number of clicks to get to a specific place in the application. As the click count increases it is likely that the clarity of information decreases as the user is confused what to interact with.

Satisfaction

Single Usability Metric

After a task or test has been attempted, the user is asked a series of questions to describe the difficulty of the task. This technique is better at outlining

A standardised average combining completion rates, satisfaction and task time to provide a more indepth measure of effectiveness, efficiency and satisfaction.

Task Time

_ 79 _


I DE AT IO N

How many users will be tested? At each round, four users were tested; there are a number of reasons for this. Firstly the initial three users are likely to highlight the same, most significant problems. Secondly, the reduced number allows for more rounds of testing as the testing phase does not take too long. Finally it allows for testing and debrief in the same day, allowing focus on the main problems and how to fix them (Krug,2005). Who will be tested? Both diabetics and non-diabetics alike, it was more important to test regularly (once a month) and use a group of people who provide a wide view of the abilities of potential users; than spending time organising with official organisations to try and test once, a group of diabetics. The non-diabetics also have no experience with insulin delivery, allowing the analysis of the learnability factor. Two diabetic users will be tested in each round of testing whilst the other two participants will be unfamiliar with the device. Where will the tests take place? All rounds of testing apart from the final took place in the users home, a place where they can relax and feel comfortable talking about and experiencing the device. The final tests were held in a number of different scenarios in which the user may have to administer, at a friends, in a coffee shop or in a shopping centre. This provided extra context to the results and a mock-up of the system will be used. What will be tested? Each round of testing involved specific tasks and objectives which are outlined in the individual testing sections. Each time the participants were asked to dose an amount of insulin. The participant can dose any amount they like, this simple choice helps to gain more accurate results as the user has more emotional investment in the task, rather than performing a made-up scenario forced upon them.

_ 80 _


ID EA TI ON

Tasks Usability tests are not opinion polls, it is useful to ask for the users opinions at the end of the process but it must be task based to gain useful results. The below tasks explored this and are common to each round of testing, to ensure that the users were being tested on the same concepts. Any additional tasks will be outlined in the individual testing pages. Task 1: First Impressions

Task 3: Priming

The user is presented with the home screen, and without interacting with the interface they are asked to describe what they see, what they think and what they would interact with first.

The patch system is explained to the participant and then they are asked to prime the device, during this test an error message will appear, prompting the user that the patch is clogged and they must prime a new one.

“I’m going to ask you to look at this screen and tell me what you make of it: what strikes you about it, what do you think it is displaying , what you can do here, and what it’s for. Just look around and do a little narrative, but don’t click anything yet.” Measuring: Expectation

“The device uses a patch system, it is not too important for the purpose of this test to know exactly how this works but to prime the device it needs to be placed over the patch when prompted. Please could you proceed through the priming phase.” Measuring: Completion rate, Usability problems, Task time, Click count, errors

Task 2: Dosing The user is asked to dose an amount of insulin that they choose, if experienced with the treatment this may be a common value for them, if inexperienced this gives them an opportunity to think for themselves and not feel constrained by what they are being told.

Task 4: Health Card The participant is directed to find the health card in the device and suggest what this would be used for. “There is a health card contained within the device, could you find where it is located and suggest what would be included and for what purpose.” Measuring: Expectation, Usability problems.

“You are in need of an insulin dose, it’s just before lunch and you are with your family for a dinner. Please proceed as you feel appropriate.” Measuring: Completion rate, Usability problems, Task time, Click count, errors _ 81 _


I DE AT IO N

PROTOTYPE 01 INTER A CT I V E PD F Initial development of a prototype using an interactive PDF format. The data was taken from the wire-frame and an initial mock-up created in InDesign. The hyper-link tools were used to create links between pages in order to create a realistic prototype that mimicked the working device. The whole device has been mocked-up, including on screen representations of physical buttons. The user manipulates these as they would function in reality but receives no tactile feedback from them.

_ 82 _


ID EA TI ON

Information architecture 01 (pg. 70,71) was used as a basis for the prototype.

_ 83 _


I DE AT IO N

PARTICIPANTS USER PR OFILE S The below people were participants for the following test, for full profiles please see Appendix 03.

Colin Fricker

Claire Haydon

Age: 71 Diabetic: Yes Treatment: Insulin pen

Age: 46 Diabetic: Yes Treatment: Metformin

Kyle Dawney

Charles Palmer

Age: 22 Diabetic: No Treatment: N/A

Age: 21 Diabetic: No Treatment: N/A _ 84 _


ID EA TI ON

Images from User testing V1

_ 85 _


I DE AT IO N

Completion Rate (%) All users completed the dosing and health card activities with one failing to complete the priming task, this needed to be addressed as it is a fundamental flaw in the interface.

Dosing Priming Health Card

0

10

20

30

40

50

60

70

80

90

100

Time (Seconds without 10s required waiting time) Correlating with the patterns of the completion rates, the time shows that priming took the longest to complete, this is an area which needed to be addressed.

Dosing Priming Health Card

0

20

40

60

80

100

120

140

160

180

200

Errors (Number) Again, priming scored worst in this test too. However interestingly health card task experienced less errors than the dosing task, even dosing was completed quicker. There needs to be a balance between time taken to complete a task and the errors experienced along the

the though the way.

Dosing Priming Health Card

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

For raw results please see Appendix 03 _ 86 _


ID EA TI ON

Problems Observed problems and their severity. Problem

No. of cases

Severity

Action

Confirm injection needs a confirm action

4

Low

Select button is not obvious

3

Medium

Navigating backwards frustrates users

3

Low

Navigating backwards is necessary

Device needs a wider range of dose possibilities

2

High

Widen the dose range

Participants expect to use a touch screen

3

High

Investigate the viability of a touch screen

Implement confirm action Work on the select buttons identifier

Menu should circle around selections

1

Low

Ensure “up” from top of menu goes to the bottom

Always get back to home screen

2

Medium

Provide a “home” logo

Confusion in dosing process

1

High

_ 87 _

Re-evaluate the dosing process


I DE AT IO N

DESIGN DECISIONS PRO T OT Y PE 01 Priming Reduce the number of steps to ensure the process is as concise as possible. Dosing Streamline dosing process to allow user to administer in a shorter period of time. Dose range Some users can dose 10-20 units whilst others 70-100. Ensure the device allows this level of variation across doses. Menu Menu felt clunky and old fashioned, improve the action of accessing the menu. Home Allow the user to navigate back to the home button at any point in the process.

_ 88 _


Points changed (red) in the information architecture based on the design

decisions (left), reduced opacity area were kept.

Prime new patch

Remove patch

Home

No

Instant

Continue

Instant

Continue

Administer?

Prime

Priming complete

Bunch skin and insert into torso

Step 5

Yes

Patch ok?

Prime

Step 4

Instant

Back

Yes

Administer

Remove patch Prime new patch

X units delivered

Yes

Empty?

No

Clogged

Yes

Contact?

Home

Yes

Dose complete?

Yes

Battery?

Dose Place device over patch

Place device over patch

Instant

Continue

Scroll to select

Step 3

Instant

Back

Push cap to activate

Step 2

Instant

Back

Step 1 Slect dose

Step 1

Administer

Fill device with medicine

Prime

Scroll to select

Menu

Home

No

Low battery

Condition

About

Week

Yes

Name/age

Scroll to select

Health Card

Low battery?

Day

Scroll to select

Insulin History

Scroll to select

Information

History

Warning

Month

Patch information


IA 02 The major changes between IA 01 (pg. 70,71) and IA 2 (right) was a pop-up menu that is accessed over the home screen, priming and dosing were also condensed to improve flow of information.


Information architecture V2


I DE AT IO N

PROTOTYPE 02 INTER A CT I V E PD F Prototype 2 captures the information and feedback from the initial user testing to inform the next iteration. The inclusion of colour gave the interface a higher level of personality (could be changeable to the users taste, blue selected as it provides good contrast whilst being personable, medical and clean). On screen instructions in the form of speech bubbles helped to bring the device to life. The screen had become a lot more interactive, using more intuitive touch screen elements to aid the user journey.

10:10

10:10

40 40

Colibri

Iu

-

Administer Back

10:10

To dose

+ Continue Prime

10:10

place device over patch and hold inject button. Back

10:10

Fill device with medicament to be administered.

Dose Complete

Continue

40Iu

Last Dose 09:03

Back

Continue

_ 92 _

Push cap down to activate.

Back

Continue


ID EA TI ON

Information architecture 02 (Page 88,89) was used as a basis for the prototype.

10:10

10:10

Place device over patch until insulin is emitted hold inject button for 5 seconds.

Back

10:10

Place device over patch Faulty patch, please until insulin is emitted begin priming a hold inject button for new patch. 5 seconds.

Continue

10:10

Continue

10:10

Fill device with medicament to be administered.

Back

10:10

Units remaining:

Insulin History

40iu

Patch Information

Time on body:

27hrs

Health Card

Back

Continue

Continue

Day

Month

_ 93 _

Back


I DE AT IO N

PARTICIPANTS USER PR OFILE S The below people were participants for the following test, for full profiles please see Appendix 04.

Colin Fricker

Beryl Fricker

Age: 71 Diabetic: Yes Treatment: Insulin pen

Age: 71 Diabetic: Yes Treatment: Insulin Pen

Kerryn Kisbey-Green

Matt Haydon

Age: 22 Diabetic: No Treatment: N/A

Age: 48 Diabetic: No Treatment: N/A _ 94 _


ID EA TI ON

Additional task : Insulin History A key aspect of the device is the ability to review the history of insulin administration, users will be able to show doctors to ensure they are sticking to a healthy diet, and also encourage adherence as they will know when they have a gap in their history that they are not sticking to their medication. “The device has a memory that stores your previous doses, this can be accessed and viewed on the device, can you find a dose from a week ago.� Measuring: Expectation, Usability problems, Task time.

Images from User testing V2 _ 95 _


I DE AT IO N

Completion Rate (%) All the participants failed to complete the insulin history task, the graph was to complicated to get an accurate reading.

Dosing Priming Insulin History

0

10

20

30

40

50

60

70

80

90

100

Time (Seconds without 10s required waiting time) The times for these tests were increased dramatically by one user in particular, especially during the priming task. This has led to all of the averages being worse than prototype 1. However, the control user did improve the time taken on both priming and dosing.

Dosing Priming Insulin History

0

20

40

60

80

100

120

140

160

180

200

Errors (Number) Both dosing and priming errors reduced between the original prototype and version two, the insulin history reached a critical error mark at which point the task was called off.

Dosing Priming Insulin History

0 Test 1

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

For raw results please see Appendix 03

Test 2 _ 96 _


ID EA TI ON

Problem Cannot read insulin history graph Could insulin history be printed Complete confusion over function of buttons Some users still want to use the touch screen Menu becoming increasingly redundant

No. of cases

Severity

2

1

1

2

High

Research information design for inspiration

Low

Send data to doctors or sync to other software

High

Create a better representation of buttons

Medium

3

High

Ensure each function has only one button

2

High

Is there too much to dose ?

1

Medium

3

Testing touch screen possibilities Look at removing the menu in favour of a home page

Pushing select rather than next

Tutorial mode could help the understanding

Action

High

Health concerns with insulin administration Create a tutorial section of the device.

Observed problems and their severity.

_ 97 _


I DE AT IO N

DESIGN DECISIONS PRO T OT Y PE 02 Home screen Combine the home screen and menu (allowing access to all menu items, quickly available on the home screen). Insulin History Present dosage data in a more understandable manner. Touch screen vs physical button Participants interacting with some elements that they expect to be touch screen, experiment with physical button mock-ups to explore this. Previous/next Functionality feels a little antiquated, forces a very linear aspect on the device, investigate other methods of progression. Tutorial When the user turns on the device for the first time how will they know what they are looking at ? A tutorial mode provides all of this information.

_ 98 _


Points changed (red) in the information architecture based on the design

decisions (left), reduced opacity area were kept.

Prime new patch

Remove patch

Home

No

Instant

Continue

Administer?

Bunch skin and insert into torso

Step 4

Yes

Patch ok?

Place device over patch

Step 3

Instant

Back

Yes

Prime

Administer

Prime new patch

Remove patch

X units delivered

Yes

Empty?

No

Clogged

Yes

Contact?

Home

Yes

Dose complete?

Yes

Battery?

Dose Place device over patch

Push cap to activate

Instant

Continue

Scroll to select

Administer

Menu

Step 2

Instant

Back

Fill device with medicine

Step 1

Prime

Home Last dose

No

Low battery

Prime

Condition

About

Yes

Name/age

Scroll to select

Health Card

Week

Scroll to select

Health Card

History

Warning

Month

Patch information

Information

Insulin History

Scroll to select

Information

Low battery?

Day

Administer

Scroll to select

Menu


IA 03 The tutorial section was the main focus of IA 03, allowing the user to get-to-know the interface through a linear, controlled tutorial that outlines the dosing and priming process, the key features most used in day-to-day life. The priming process was condensed again and the menu/ home screen combined to reduce the interactions required to access it.



I DE AT IO N

PROTOTYPE 03 IPA D MOCK U P Prototype 3 focused on the details of the application, how the user is shown the data on screen. Firstly how the dose wheel highlights as the user manipulates the value. Secondly the insulin history graph, represented as a scrollable collection of circles that each represent a day, the larger the circle, the more insulin had been administered. This simple act of representing data creates a desire within the user to better themselves, trying to get the circle as small as possible. Lastly the implementation of a tutorial mode, upon first use or by selection this part of the application guides the user through key screens and interactions on them.

10:10

10:10

Push me to go home

Fill device with medicament to be administered.

I've taken you back one step

Wed Thu Fri Sat Sun Mon Tue Wed Thu Fri Sat Sun 25 26 27 28 1 2 3 4 5 6 7 8

Back

Back

_1 02 _

Continue


ID EA TI ON

10:10

-

40

Back

+ Continue

As dose is increased the

circular section

increases along with it.

_ 10 3_


I DE AT IO N

PARTICIPANTS USER PR OFILE S The below people were participants for the following test, for full profiles please see Appendix 05.

Colin Fricker

Warren Dominey

Age: 71 Diabetic: Yes Treatment: Insulin pen

Age: 22 Diabetic: Yes Treatment: Insulin Pen

Gerard Gyedu

Lauren Kisbey-Green

Age: 22 Diabetic: No Treatment: N/A

Age: 25 Diabetic: No Treatment: N/A _1 04 _


ID EA TI ON

Additional task 1: Insulin History (Pg.95) Additional task 2: Tutorial The tutorial mode provides the user with instant overview of device functions and ensuring it is quick and understandable for the user was very important “There is a tutorial mode that helps to show you what the device does and how it works, please proceed through this until you are at the home screen� Measuring: Expectation, Usability problems, Task time.

Images from User testing V3 _ 10 5_


I DE AT IO N

Completion Rate The re-designed insulin history component proved a great deal more successful, with only one participant failing to get a value. Again, all participants completed the dosing and priming tasks.

Dosing Priming Insulin History

0

10

20

30

40

50

60

70

80

90

100

Time (Seconds without 10s required waiting time) Dosing and priming both see reduction in time taken to complete with the control user improving at both tasks too, priming takes a longer period of time as there are certain stages where the user must wait for a given amount of time for a process to complete. For the users that completed the insulin history task it was easy to see the time reduction.

Dosing Priming Insulin History

0

Test 1

Test 2

20

40

60

80

100

120

140

160

180

200

For raw results please see Appendix 03

Test 3

_1 06 _


ID EA TI ON

Errors (Number) The errors have reduced to between one and four for most user scenarios, this is very good especially as three users have never been exposed to the system before.

Dosing Priming Insulin History

0

1

Problem Animation could help reduce steps between stages Progress of dose (how much dosed vs how much possible)

2

3

4

5

No. of cases

6

7

8

9

Severity

2

1

10

11

12

13

14

15

Action

Medium

Animate confirmation/ landing pages

Medium

Add a turning wheel or change of colour to highlight dose

Physical buttons redundant (condensed info)

3

High

Test physical buttons but also touch screen

Physical inject button is a good link to pen use

2

Low

Ensure the inject button remains physical

Speech bubbles aid understanding

2

Low

Personable approach is understandable for users

Font is easy to read

2

Low

Font choice rolled out through all aspects

Observed problems and their severity.

_ 10 7_


I DE AT IO N

DESIGN DECISIONS PROT OT Y PE 03 Progress Showing the user how much they have dosed relative to their normal or average allows a moment of thought and reflection about what they have done or eaten to cause this dose requirement. A slight element of gamification encourages good behaviour. Animations Not all screens need an interaction to progress through them. Animations can be used to give a slicker, quicker feel to the device. Not forcing the user to perform redundant interactions increases the satisfaction levels when using the device. Physical mock-ups This version of the app contains a great deal of the functionality contained in the final prototype. At this stage it was useful to progress into a physical button mock-up as to allow simulation of physical elements on the actual device and test the participants proficiency when using these. Health Card The health card part of the device was thought to be of use in an emergency scenario, allowing healthcare professionals or emergency services to see important information that could effect the treatment. However the participants suggested that this information was too far away to be useful and was moved to inside the menu options because of this. Redundant decisions (information) An important finding of the user testing was that they are not concerned by what has gone wrong, only how to fix it. Therefore errors that require the same solution were grouped under one error message and no diagnostics provided. Home The administer function is the most commonly used action, over 75% of the use of the device, therefore it was decided that the home screen should be the administer part of the device, allowing instant access for the user.

_1 08 _


Points changed (red) in the information architecture based on the design

decisions (left), reduced opacity area were kept.

Prime new patch

Remove patch

Home

No

Yes

Administer?

Bunch skin and insert into torso

Step 3

Yes

Prime

Administer

Prime new patch

Remove patch

X units delivered

Yes

Empty?

No

Clogged

Yes

Contact?

Home

Yes

Dose complete?

Yes

Battery?

Place device over patch

Place device over patch

Patch ok?

Dose

Instant

Continue

Scroll to select

Administer

Step 2

Instant

Swipe Back

Fill device with medicine

Step 1

Prime

No

Low battery

Condition

About

Prime

Low battery?

Yes

Name/age

Scroll to select

Health Card

Day information

Scroll to select

Insulin Calendar

Scroll to select

Information

Administer

Information

Warning

History

Patch information

Scroll to select

Home/Menu

Home/Menu

Instant

Continue

Back to home

Complete dose

On release

Rotate Dial

Dial

Adminster

Instant

Administer

Outline functions

Home

Instant

Home

Go Home

Prime 2

Instant

Continue

Instructions

Prime

Instant

Prime

Continue

Hello tutorial

Health Card


I DE AT IO N

PROTOTYPE 03.2 PHYSICA L B U T T ON S The second test conducted using the version 3 prototype included the addition of a physical button mock-up. The simple cardboard rig provides instant signifiers to the participants and removes any confusion between the two dimensional representation of a three dimensional interface. The buttons also provide a good amount of feedback for the user, feeling pleasant to press and see the action work. The test was conducted using the same tasks and participants as the initial test, this is to provide a more direct comparison between the two systems than if new participants were used.

Images from User testing V3.2

_1 10 _


ID EA TI ON

Stylus Nib Stylus nib used as the pressure point ensuring the rig works accurately

Variable Data As the user presses the button, the data point changes as expected.

Location Marker Edges used to ensure the rig sits in the same place, securely every time.

_ 11 1_


I DE AT IO N

Completion Rate Every participant successfully completed the task, however, this may not necessarily be due to the physical button mock-up as their experience with the system has increased, thus the data has been treated with hesitancy.

Dosing Priming Insulin History

0

10

20

30

40

50

60

70

80

90

100

Time (Seconds without 10s required waiting time) Combining the 100% success rates with the reduction in average times to complete the task does provide better evidence for the physical buttons providing an added, valuable function.

Dosing Priming Insulin History

0

Test 1

Test 2

20

40

Test 3

60

80

100

120

140

160

180

200

For raw results please see Appendix 03

Test 4

_1 12 _


ID EA TI ON

Errors (Number) Again the reduction in errors provide even more correlation showing that the physical buttons do provide added value for the user.

Dosing Priming Insulin History

0

1

Problem

2

3

4

5

No. of cases

6

7

8

Severity

9

10

11

12

13

14

Action

Comparison to a completely touch screen version

3

High

Create a touch screen prototype

Comfort using physical/touch screen buttons

4

Low

Ensure prototypes reflect this

Tutorial too linear Information section awkward to navigate around

2

2

Medium

Allow back functionality in tutorial

Medium

Combine information into the main menu section

Observed problems and their severity.

_ 11 3_

15


I DE AT IO N

DESIGN DECISIONS PROT OT Y PE 03. 2 Physical buttons The physical button mock-up proved that users are more proficient when using the device in collaboration with a physical entity. This improvement was even more dramatic in the older participants, this could be due to the analogue element of the physical buttons; providing a greater amount of haptic feedback to them and allowing a better understanding of the system. Touch screen Whilst the physical buttons provide greater feedback it was noted that it is important to allow a greater functionality to the device than that of the insulin pen. Combining physical buttons with touch screen elements allows for a richer, more engaging and enjoyable user experience. Tutorial Users felt the tutorial was too linear, changing this to allow live updates as the user progresses through the system but allowing the back functionality at the same time. Information The about and patch information section are not used very often at all, streamlining this information into the menu was the next step in the process.

_1 14 _


opacity) in the information architecture based on the design decisions (left)

Further points to change (red)with the outlined points from version 3.0 (low

Prime new patch

Remove patch

Home

No

Yes

Administer?

Bunch skin and insert into torso

Step 3

Yes

Prime

Administer

Prime new patch

Remove patch

X units delivered

Yes

Empty?

No

Clogged

Yes

Contact?

Home

Yes

Dose complete?

Yes

Battery?

Place device over patch

Place device over patch

Patch ok?

Dose

Continue

Instant

Scroll to select

Administer

Step 2

Instant

Swipe Back

Fill device with medicine

Step 1

Prime

No

Low battery

Condition

About

Prime

Low battery?

Yes

Name/age

Scroll to select

Health Card

Day information

Scroll to select

Insulin Calendar

Scroll to select

Information

Administer

Information

Warning

History

Patch information

Scroll to select

Home/Menu

Home/Menu

Continue Instant

Back to home

Complete dose

On release

Rotate Dial

Dial

Adminster

Instant

Administer

Outline functions

Home

Instant

Home

Go Home

Prime 2

Continue Instant

Instructions

Prime

Instant

Prime

Continue

Hello tutorial

Health Card


INFORMATION ARCHITECTURE FIN A L V E R SI ON The final information architecture implements all of the design decisions highlighted by the user study phase. The result is an extremely simplified version of the original, reducing the amount of different screens from 29 to just 16 (+6 tutorial screens). Alongside the reduction in the amount of screens comes a reduction in the number of compulsory interactions to complete a task, this was a key goal in the project.


One way interaction

Two way interaction

Return controlled globally

Screen Name Interactive Elements Interaction

X

Screen Transition (time)

Normal Progression

Go to X Screen

(1)

Patch ok

Is it turning? Is it reading?

Make decision Y

(2)

Dose

Turned the correct amount?

No Yes

(Y)

No

(3)

Battery

Enough battery for a full dose?

Yes

No

Yes

Final architecture key.


IA Final The IA has been split into two sections, global interactions (left page) and local interactions (right page). The difference being that global interactions, are available at all times wherever the user is in the application, local interactions are specific to a particular location in the system.

Tap Continue

Instant

(3)

Low Battery Continue

Menu (pop-up) Settings, History, User, Device information

Tap Settings

Tap History

Instant

Instant

Tap User Instant

Tap Information Instant

Settings

History

User

Information

Brightness, Colour, Sync

Sroll, Date

Scroll

Scroll, Tutorial

Tap Date/Cross

Instant

Tap Date

Instant

X Date Info Date, Cross

Tap Tutorial Instant

Tutorial


Entry Logo

Tap Logo

Fade to screen (1000ms)

Home Dial, Last Dose, Average Dose, Prime Button, Menu

Tap Dial/last dose /average dose

Swipe Right(Back)

Tap Prime Button

Screen overlay (1000ms)

Instant

Instant

Confirm Dose

Prime Step 1

Inject Button

Swipe Back, Next Button

Hold Inject Button (5s)

Tap Continue

Instant

Instant

Swipe Right(Back)

Menu

Instant

Tap Continue

Prime Step 2

Instant

Swipe Back, Next Button

Dose Error Continue

Tap Next Button Instant

Dose Complete

(1)

N/A

Patch Error

Automatic

Continue

Fade out (3000ms)

Home

Instant

Tap Next Button

Screen overlay (1000ms)

(2)

Open Menu

Prime Step 3 Swipe Back, Next Button

Tap Next Button Instant

Priming Complete N/A

Automatic

Fade out (3000ms)

Home


Tutorial The tutorial section of the device ensures that the user journey is linear and that they are constrained to progressing through particular actions. This ensures the use of all important functionality, the mode does allow for limited backwards interactions and increases the gamification of the device, becoming a puzzle like section where the user must select the correct path to continue. Tutorial Home 1 Open Menu Tap Close Menu

Tap Open Menu

Instant

Instant

Tutorial Home 2 Close Menu, Settings Tap Settings Instant

Tutorial Settings Open Menu Tap Close Menu

Tap Open

Instant

Instant

Tutorial Settings 2 Close Menu, Home Tap Home Instant

Home Settings Dial Rotate Dial On release

Home Settings 2 Dial, Dose, Average Dose, Last Dose Tap Dose Instant

Confirm Dose


Final local IA elements Mock-up: (Pixeden, 2015)


COLOUR, TYPOGRAPHY & ICONS


Colour, typography & icons provides guidelines and identity to an interface, showing the personality of the device. Image: (Jeshoots, n.d.)


IM PL EM EN TA TI ON

COLOUR C ON T R A ST

(O’Grady and O’Grady, 2008) Customisation Colour provides the majority of the applications personality, there is a great difference between a grey-scale application when compared to a colour version. Legibility Contrast is the study of visual oppositions and helps to add to design, however the use of contrast needs to be deeply considered, too little and design is dull, too much and it is an assault on the eyes. Contrast can be used to ease understanding of information, utilising the human brain's ability to notice patterns and anomalies (O’Grady and O’Grady, 2008). There are three main ways to control these: Contrast in Hue Directly related to the colour wheel, the further away two colours the greater contrast between them, with complementary (opposite) colours providing maximum contrast and analogous (neighbouring) colours providing the least. (O’Grady and O’Grady, 2008)

Not enough contrast

Maximum contrast

_1 24 _


IM PL EM EN TA TI ON

Contrast in Value Contrast can also be controlled by the amount of black in the colour (relative lightness) this correlates to where a colour would fall on a grayscale from white to black, a useful exercise to show how a colourShades

100% C + 75% K

100% C + 50% K

Tints

100% C + 25% K

100% C

75% C

50% C

25% C

blind person may experience colour. (O’Grady and O’Grady, 2008) Contrast in Saturation and Intensity

Good

Bad

Bad

Saturation is the purity of a hue, with high saturation equalling a bright colour. Intensity can be manipulated by mixing it with it's complementary colour (this eventually makes brown or neutral). A bright colour paired with a neutral provides high contrast. (O’Grady and O’Grady, 2008)

Wxyz

Wxyz

Wxyz

Wxyz

Wxyz

Wxyz

Wxyz

Dynamically contrasting in the hue, however foreground and background colours are too similar resulting in text that appears to vibrate.

Wxyz

Value contrast too low, creating legibility problems.

Wxyz

Exaggerated value and hue results in test that is easy to read.

_ 12 5_


IM PL EM EN TA TI ON

DESIGN DECISIONS COLOU R Background Dark text on light backgrounds provide better readability than light text on dark backgrounds and a contrast ratio of 3:1 should be used to allow older adults to easily read text on the display (ISO 9241-303:2011). Blue is a colour associated with Diabetes, it being the colour of the universal symbol for diabetes (Blue Circle). Therefore a variation of blue was chosen as the main colour for the interface, blue also has connotations of health, cleanliness and serenity which are important emotions for the user to be feeling.

Background HEX: BFDFFF

Text To fit with the design aesthetic the text is not pure black, as it can be judged to be very harsh and unappealing to the user. Instead the text is dark grey, providing a contrast ratio of 8.32:1 (Snook, 2005) and therefore passing ISO recommendation of 3:1.

Text Hex: 383838

Customisation To ensure a level of emotional connection the background colour may be customised, these colours (Pg. 132) have been assessed in a similar manner to ensure legibility of text throughout.

_1 26 _


IM PL EM EN TA TI ON

WCAG Colour Contrast Checker

WCAG Color Contrast Checker

Version 1.1 - Acart Communications Inc.

Version 1.1 - Acart Communications Inc.

Colour Samples Color Samples

AA

AAA

AA AAA

colors 501

AA

AAA

AA AAA

colors 500

AA

AAA

AA AAA

colors 541

AA

AAA

AA AAA

colors 409

AA

AAA

AA AAA

colors 511

AA

AAA

AA AAA

colors 509

SAMPLE TEXT sample text

SAMPLE TEXT sample text

SAMPLE TEXT sample text

SAMPLE TEXT sample text

SAMPLE TEXT sample text

SAMPLE TEXT sample text

SAMPLE TEXT sample text SAMPLE TEXT sample text SAMPLE TEXT sample text SAMPLE TEXT sample text SAMPLE TEXT sample text SAMPLE TEXT sample text

Foreground

Background

#383838

#BFDFFF

RGB(56,56,56)

RGB(191,223,255)

#383838

#D0FFCD

RGB(56,56,56)

RGB(208,255,205)

#383838

#F5DFF1

RGB(56,56,56)

RGB(245,223,241)

#1A5595

#BFDFFF

RGB(26,85,149)

RGB(191,223,255)

#990005

#BFDFFF

RGB(153,0,5)

RGB(191,223,255)

#383838

#F8F5B8

RGB(56,56,56)

RGB(248,245,184)

(Acart Communications, no date)

Contrast checker by Acart Communications is a tool for designers to check the colour contrast compliance with Web Content Accessibility Guidelines (WCAG) as outlined by W3C (World Wide Web Consortium). The test is concerned with items 1.4.3 and 1.4.6 in the Web Content Accessibility Guidelines (WCAG) 2.0 (W3C, 2008). Both items are relating to “the visual presentation of text and images” with 1.4.3 outlining a contrast ratio of 4.5:1 and 1.4.6 7:1. The two items which fail the test are not required to pass so strictly as the test does not include large scale text or logotypes. Both of the failing colours are only used in these situations.

_ 12 7_ 1 / 1


IM PL EM EN TA TI ON

Used for all text and icons

RGB: 56,56,56 HEX: 383838

The main background colour, relates to diabetes blue

RGB: 193,221,243 HEX: BFDFFF

Darker version of the above blue for highlights

RGB: 24,86,150 HEX: 185595

Additional Background choice

RGB: 213,233,199 HEX: D4E9C6

Additional Background choice

RGB: 249,245,184 HEX: F8F5B8

Additional Background choice

RGB: 244,222,236 HEX: F3DEEC

_1 28 _


IM PL EM EN TA TI ON

RGB: 56,56,56 HEX: 383838

RGB: 89,83,66 HEX: 595342

RGB: 130,117,75 HEX: 81754B RGB: 178,158,79 HEX: B19E4E

Colours used as a spectrum to provide information on the dose size. Is it larger than normal? Posing a question to the user and encouraging better behaviour

RGB: 202,176,47 HEX: C9AF2E

RGB: 221,165,65 HEX: DDA540 RGB: 209,126,57 HEX: D07D39

RGB: 198,86,51 HEX: C55632

RGB: 188,33,45 HEX: BC212C

_ 12 9_


IM PL EM EN TA TI ON

TYPOGRAPHY ON SCR E E N "Typography is a communication method that utilises a gathering of related subjects and methodologies that includes sociology, linguistics, psychology, aesthetics, and so much more"

(Shelly Gruendler)

_1 30 _


IM PL EM EN TA TI ON

Reporter application showing the subtle aesthetic of on screen typography. Image: (Reporter Application, n.d.)

_ 13 1_


IM PL EM EN TA TI ON

Typography and older viewers Diabetes, as a disease, largely effects older adults with 40% of cases found in over 65 year olds (Kirkman et al. 2012). People change as they age, their sensory, cognitive and motor abilities decline. It is therefore extremely important to ensure the interface is as inclusive as possible, this starts with it's typography. Loss of focus The most commonly faced vision problem is a loss of focus, beginning between the ages of 40 and 50 the lens begins to lose elasticity which results in an inability to focus especially whilst reading. (Washington et al., 2006)

Normal vision (top) Simulation of loss of focus (bottom) (AIGA, 2006)

More serious vision problems Diabetes can effect the eyesight of sufferers through Diabetic Retinopathy. This condition often leaves patients with central field loss or peripheral field loss. People with central field loss do not see what is directly infront of them but do see the periphery, with the opposite true in peripheral field loss.

Central field loss (Left) peripheral field loss (right) (AIGA, 2006) _1 32 _


IM PL EM EN TA TI ON

Normal Vision

Loss of focus

Insulin Input Sans - 24pt Medium Chosen typeface

Thick even strokes, large spacing and X-height improve readability.

Insulin Simple forms hold up well, spacing means the word merges together.

Gotham - 24pt Medium

Insulin Minion Pro - 24pt Medium

Thin parts on the serifs begin to be cut off from the body of the letter

Insulin Brandon Grotesque - 24pt Medium

Insufficient spacing, tall thin letters are bad for readability

Insulin Times New Roman - 24pt Regular

A more even stroke width aids readability, narrow spacing means letters merge.

Insulin Comic Sans - 24pt Regular

Unique letterforms along with consistent strokes aid readability _ 13 3_


IM PL EM EN TA TI ON

Serifs aid readability

Joints

Cap height X height

Baseline Descender

Uppercase 'h' space between words

Analysis of Input Serif to allow measurements against ISO 9241-303:2011.

_1 34 _


IM PL EM EN TA TI ON

Input font family "Input is a flexible system of fonts designed specifically for code by David Jonathan Ross. It offers both monospaced and proportional fonts, all with a large range of widths, weights, and styles for richer code formatting." (Ross and Sherman, 2014) Typography for coding Input is a font designed for the evolving environment of coding platforms. It has a large variety of styles, encompassing monospaced and proportionally spaced versions. This ensures that as a proportional font it has useful characteristics of a monospaced font, generous spacing, large punctuation and easily distinguishable characters — whilst allowing each character to take up the space that it needs. This blend of serif and monospaced fonts are ideal for reading, ensuring words flow gracefully like a proportional font but including additional elements for reading at small point sizes. Specification Input has been constructed based on an 11-pixel grid and was designed initially as a bitmap font that the vector lines were traced over (see below). It has been designed to be viewed on small screens at high resolution and as such has a modular aesthetic quality, perfect for small application devices. Requirements for electronic visual displays (ISO 9241-303:2011) Stroke width 15% of height conforming to the 10%-17%. Character width to height ratio 0.83:1 conforming to 0.7:1 - 0.9:1. Space between characters 26% of character width OK to 25%-60%. Space between words equal to an upper-case letter 'H'. For full User requirement specification please see Appendix 07.

(Ross, 2014)

_ 13 5_


Black 100pt

Bold 72pt

Medium 60pt

Regular 36pt

Light 24pt Extra Light 14pt Thin 9pt

Input. Input. Input. Input. Input. Input. Input.

Input.

Black 9pt

Input.

Bold 14pt

Input.

Input.

Input.

Input.

Medium 24pt

Regular 36pt

Light 60pt

Extra light 72pt

Input.

Thin 100pt

Input sans serif variation in it's seven different weights.


IM PL EM EN TA TI ON

DESIGN DECISIONS T Y POGR A PH Y Body Body text is important for the devices on screen typographic elements, Input Sans Regular at 24px has been chosen as the construction of the font allows for a greater amount of words to be displayed compared to the serif version in the same point size.

Input Sans Regular - 24Px Small At very small sizes (16px high and below) readability is the most important feature when selecting a font. Input Serif Light has been chosen due to the added readability that a serif font can offer. Input Serif Light - 14px

Priority 1 Input Sans Medium at 72px has been chose for priority one information, in the application this is primarily used in the dose selection display.

Input Sans Medium 72px Priority 2 Information that is important, such as previous doses and on-screen instructions are to be displayed in Input Serif Regular at 40px. This added readability adds functionality whilst the aesthetic helps to break up the monotony of information.

Input Serif Regular 40px Font sizes relative to one another (not actual sizes) _ 13 7_


IM PL EM EN TA TI ON

ICONS M ENU ITEMS A N D B U T T ON S Organisation

Semiotics

When designing an information system it is imperative to consider how the audience will locate and use content. LATCH is a model for organising content developed by Richard Saul Wurman, the acronym stands for Location, Alphabet, Time, Category, Hierarchy. These can all be used to group content and allow for easy interpretation by the user.

Semiotics is the study of signs, symbols and communication, striving to understand the context of use and how meanings are assigned by users. Central to semiotics is the word sign; a word, image, sound, gesture or any sensory experience. Icons, symbols and indexes are all signs that take advantage of the human senses to communicate an idea or message.

The conclusions drawn from the IA testing outlined a home page that allows dosing with the priming screen the next easiest to locate. The other features of the device were grouped into a pop-up menu that can be accessed anywhere in the system.

Icon: Literal representation of a phone.

All the 'icons' in the interface are actually symbols as they are abstract representations of parts of the system. (O’Grady and O’Grady, 2008)

Symbol: Universally recognised warning.

_1 38 _

Index: An indexical representation of rain.


Settings

Cog chosen as it is a familiar icon to many users, used in many applications already.

History

This graph elicits both measurable data and an aspect of time, both important in history of doses.

User

Simplest user icon, instantly recognisable, the others were too complex for new users.

Information

Lower case 'i' in Input Serif used for information, ties the icons and typography together

Menu Open & Close

Burger menu (left) now instantly recognisable to users, transitions to cross (right) to close.

Prime

Simplest button for the most basic function, no previous symbols to use.

Next

Right facing chevron used for 'next' shows the user progress, whilst not having other connotations. Icons:(Noun Project, 2015)


IM PL EM EN TA TI ON

DESIGN DECISIONS I CON S The final icon (symbol) set, displayed in the correct colours, on the correct background. Settings icon, a traditional cog as used in many applications.

Graph icon, used to track insulin history of the user. Menu Icons The user profile icon, a person. Simple and effective communication.

Classic ‘i’ for information, the devices and company info.

Burger menu icon, popular in almost every modern application.

Menu transitions to a cross when it is open and can be closed.

Simplest icon for the second most important function, priming.

Right facing chevron for the ‘next’ icon.

_1 40 _


IM PL EM EN TA TI ON

Icons implemented in the final prototype

_ 14 1_


IM PL EM EN TA TI ON

DISPLAY TECH N OLOGY The display is the most fundamental aspect of implementing the interface onto the device, without it there would be no platform for the design to be mounted on.

_1 42 _


IM PL EM EN TA TI ON

LCD Module (Gomez, 2014)

LCD Touch Screen Module

Specification

To take full advantage of the gestural elements in the app, the display must have appropriate technology. LCD touch screen modules can be purchased through wholesalers at a low cost.

Display Type: PCT TFT LCD Size: 2.8 Inches (71mm) Resolution: 320 x 480 Px Dimensions (mm): 49(h) x 69(w) x 2.06(d) Viewing Angle: 75° from normal Backlight: LED Supply: 5V

TFT (Thin Film Transistor) displays are a variant of LCD that help to improve screen qualities including contrast. PCT (Projected Capacitive Touch) ensure the display has touch screen functionality allowing gestures such as swiping and scrolling. This display technology also provides good battery life.

_ 14 3_


IM PL EM EN TA TI ON

FINAL IMPLEMENTATION

_1 44 _


IM PL EM EN TA TI ON

Home Screen 24pixels for normal text 72pixels to create text hierarchy

Proto v4

Ryan Haydon

Home 2

48pixels for 2nd hierarchy 14pixels for smallest text

For full interface guidelines please see supplementary booklet.

_ 14 5_


IM PL EM EN TA TI ON

USER JOURNEY PROPOSE D I MPR OV E ME N T This user journey maps the timeline of administering with the new system, the dotted line shows the original user journey based on evidence from contextual interviews. Satisfaction is again the vertical axis with it's actual value being irrelevant, just it's fluctuation through the process.

Initial drop in satisfaction does not happen with new system.

Remember to inject

Measure blood sugar

User can dose wherever they are discretely and easily.

Work out dose required

Insulin pen journey Optional step _1 46 _

Find location to inject

Check insulin level


ulin

IM PL EM EN TA TI ON

Changing the patch still has a negative effect but it happens dramatically less often.

Replace Cartridge

Select dose

Painless, quick easy administration. The interface affords the user a satisfying simple experience.

Move over patch

(Optional)

_ 14 7_

Before putting away the user can review progress and track their last doses to see how good their lifestyle has been

Hold inject button

Put device away


IM PL EM EN TA TI ON

FINAL PROTOTYPE PR OT O. I O The final prototype was built on proto.io, a piece of software for "sillyfast prototyping". It allowed the implementation of micro and macro interactions, ensuring the device felt as real as possible. Moreover the software has an iOS and android application ensuring that testing on users at actual scale using an actual touch screen interface could be achieved. The final prototype implements all of the design decisions along with typographic, colour and icon guidelines creating an accurate representation of exactly what would be shown on the device.

Screenshots from final prototype.

_1 48 _


IM PL EM EN TA TI ON

Proto.io prototype on iPhone for testing.

_ 14 9_


IM PL EM EN TA TI ON

PARTICIPANTS USER PR OFILE S All participants in the final prototype testing had prior experience with the device to measure the improvement between iterations. Their profiles can be found in the Appendix.

Colin Fricker

Beryl Fricker

Age: 71 Diabetic: Yes Treatment: Insulin pen

Age: 71 Diabetic: Yes Treatment: Insulin Pen

Kyle Dawney

Lauren Kisbey-Green

Age: 22 Diabetic: No Treatment: N/A

Age: 25 Diabetic: No Treatment: N/A _1 50 _


IM PL EM EN TA TI ON

Tasks Outlines for common tasks can be found on page 81. Additional Task 1: Tutorial The tutorial mode provides the user with instant overview of device functions and ensuring it is quick and understandable for the user was very important “There is a tutorial mode that helps to show you what the device does and how it works, please proceed through this until you are at the home screen” Measuring: Expectation, Usability problems, Task time. Additional Task 2: Insulin History A key aspect of the device is the ability to review the history of insulin administration, users will be able to show doctors to ensure they are sticking to a healthy diet, and also encourage adherence as they will know when they have a gap in their history that they are not sticking to their medication. “The device has a memory that stores your previous doses, this can be accessed and viewed on the device, can you find a dose from a week ago.” Measuring: Expectation, Usability problems, Task time.

_ 15 1_


IM PL EM EN TA TI ON

Images from final User testing


IM PL EM EN TA TI ON

Images from final User testing


IM PL EM EN TA TI ON

Completion Rate The iterative usability study based process ensured that all task are able to be completed by the users, this was achieved earlier in the process but ensuring it remains at the end was a great achievement.

Dosing Priming Insulin History

0

10

20

30

40

50

60

70

80

90

100

Time (Seconds without 10s required waiting time) Slight reductions in time to dose and prime were noted here, this could be due to the users learning the device and basing their knowledge on previous versions, therefore this result can be treated lightly. On the other hand this shows how users will improve over time becoming gradually more proficient at the task. Insulin history task saw an increase in overall time, however there are multiple factors that effected this, the information contained in the final prototype is a lot more in-depth, taking users one more interaction to show it but providing their insulin history in a more appropriate understandable way. The low/high range indicator (grey line) also shows that it is likely users will take less time to complete the task.

Dosing Priming Insulin History

0

Test 1

Test 2

20

40

Test 3

60

Test 4

80

100

120

140

160

180

200

Final Test

For raw results please see Appendix 06 _1 54 _


IM PL EM EN TA TI ON

Errors (Number) It was interesting to see the reduction in error rates with the prototyped system, as expected the reduction was slight in the dosing and priming activities as the users become acquainted with the system. Most importantly the reduction in error rates for the insulin history task reduced dramatically, this validated the inclusion of more data and shows that the time taken to reach the data is not as important as the ease of getting there.

Dosing Priming Insulin History

0 Test 1

1

Test 2

Problem Tutorial section struggle with interactions

2

3

Test 3

4

5

Test 4

No. of cases

6

7

8

9

10

11

12

13

14

15

Final Test

Severity

3

High

Tutorial nonlinearity causing confusion

2

Medium

Menu items have very linear items inside them.

2

Low

Action Show users what to do in a more interactive way Make tutorial pop-up in everyday use rather than a separate mode Have all items available outside of the menu.

Observed problems and their severity.

_ 15 5_


IM PL EM EN TA TI ON

EVALUATION AGAINST U SA B I LIT Y FA CT OR S Learnability - First time use

Effectiveness

Through the usability studies with each prototype, it has been shown that the system has increased in learnability each time with each iteration generally seeing a halving of task time when compared to the original.

As shown by the fact that all tasks were completed in the final prototype the effectiveness of the system is 100% as the user can complete the tasks they require.

Efficiency - Prolonged use

Harder to measure without a prolonged period of not using the device, however there was a month between most test and Colin was able to easily pick the device up and remember how to use.

Memorability

Colin Fricker was tested each time to measure his progress in becoming more proficient with the device. The combination of errors and task time measure this, as over time errors should reduce. Colin showed a great improvement with the following results:

Errors Low battery controlled through the device which will alert if the device battery falls below the amount required to provide a maximum dose. The incomplete dose/priming was seen to be a success with participants immediately re-dosing/re-priming.

Test 1: Total Time: 184s Total Errors: 19 Test 2: Total Time: 183s Total Errors: 13

Satisfaction

Test 3: Total Time: 110s Total Errors: 6

Participants expressed feelings of pleasure whilst using the device, in particular when changing background colour, where most exclaimed the colour change was very pleasurable. Participants also showed an element of care when dosing, selecting precisely the amount they chose, this was very nice to see.

Test 4: Total Time: 104s Total Errors: 5 Final Test: Total Time: 85s Total Errors: 4

_1 56 _


IM PL EM EN TA TI ON

Ef

fe

s

ct

or

r Er

ive ne ss

y

nc

Sa tis

ie

fa

fic

ct

Ef

io

n

Learnability

Memorability

The interface provides a more balanced and appropriate system to the user, whilst it's learnability scores relatively low, the satisfaction and error scores counter this initial period of learning required for the system.

_ 15 7_


IM PL EM EN TA TI ON

EXPERT FEEDBACK M ATTEO D E D ON AT I S M ASSI MO MI COCCI Matteo is Chief Product Officer at Medirio and was the company's contact throughout the project, providing excellent feedback and design advice as often as required. Massimo is a PhD student a Brunel University who's project is "Design Driven Development of touch sensitive luminous flexible plastics for applications in care & well-being" this has lead him to a great wealth of knowledge in the elderly, their needs and design for inclusivity. He was therefore able to provide insight into the requirements of the elderly and the aspects of the device that they may find challenging. "This has been done really well... users will not have any issues with the screen, one suggestion would be to allow font size to be changed" (Micocci, 2015) "I am following up to our meeting last Friday to once again express my excitement for the final steps in the development of Medirio's hand-held device. I think you have both [Dominic Smith and myself] come up with two very interesting solutions that were eventually combined into a pretty unique concept." (De Donatis, 2015) The above statement was a reflection on the final presentation of the major project progress before it's completion and during the meeting Matteo was able to provide feedback on the project as a whole and more specifically on the minutiae the interface, the key points of which have been summarised opposite. All of the feedback is reflected in the future design development to ensure it is put to use in creating the best device possible.

_1 58 _


IM PL EM EN TA TI ON

Overall

Interactions

The interface and physical system will, when combined be a very innovative solution.

Could the interface be one, long flow of information that the user can scroll or wheel through?

The home screen could provide more appropriate information, allowing the user to select an average dose based on time could be extremely beneficial.

Blurring elements when the menu is opened could also help to reference the screen the user was leaving.

History

Implementation of the tutorial more naturally into the everyday usage would benefit usage.

Tutorial

History provides good information, and looking into how the user interacts with the data, keeping a reference to the timeline when a user selects a given day may be useful.

To summarise both Matteo and Massimo discussed the project in relation to the appropriateness for older adults. "Both as a designer and as a professional your job is to understand and manage compromises between all of the disciplines involved. So be critical and really try to discriminate between what's just right (in principle) and what's appropriate. Let me give you an example: Font dimension in the settings is right, but I'm not sure how appropriate that is (what information do we compromise with a larger font? And if no information is compromised, why don't we just make it larger by default? What does the user earn by decreasing the font size? There's more space, true, but for what?). Customisation. Is it essential? And if so, does the colour of the display needs some other features to really toughen up the concept? And again, is it appropriate on a medical device? How will this affect users' perception of a solid, reliable medical device? What is the competition doing and why? You see, a lot of things we discussed are right, but maybe not 100% appropriate." (De Donatis and Micocci, 2015)

_ 15 9_


IM PL EM EN TA TI ON

FUTURE DEVELOPMENT OPP OR T U N IT IE S The project has a great opportunity to move on from this point to create something truly disruptive in the insulin market, and as such the development will continue alongside the collaboration with Medirio. The following sections have been outlined as the key points to develop and further enhance the project, based on the final user testing stage alongside the expert feedback and evaluation. Interactions There is always scope to reduce the interactions required in a system. Removing the menu completely is a goal that has been proposed by Matteo De Donatis in his feedback. It would allow the device to be used more freely and allow extra screen space for more practical elements. This will be done through analysis of existing menu-less interfaces to better understand how they work.

it's familiarity users, perhaps by mimicking calendars providing clear symbolism of the pages purpose, alongside indexical references to amount of insulin. Colour Colour is used sparingly throughout the system, the key points of colour are the variable dosage dial and the data points on insulin history. In both situations colour is used to represent a 'good' or 'bad' amount of insulin. There are concerns over whether these colours may influence behaviour in a negative way causing the user to under-dose on purpose to keep their average low. This is not a proven issue but testing needs to be done to prove/disprove this. If necessary the colours will be reconsidered to allow a more subtle affect on behaviour. Implementation

Semiotics

Whilst a considerable amount of work has gone into the layout of the screens. Little has been investigated into how they will be implemented on screen, largely due to time constraints. Further development will be performed to

The history section of the application has improved dramatically and adds a new dimension to the device. This is to be improved by increasing

_1 60 _


IM PL EM EN TA TI ON

outline how the interface will be implemented into the final device. Tutorial The tutorial section of the device will be focused on as the main change to the information architecture, ensuring that it flows naturally into the system and the user feels guided, not forced will be key in this. This will begin with the breakdown of the current tutorial elements and user testing to establish preferred methods of communicating these. Appropriateness The devices appropriateness will be questioned and tested through user testing of two similar designs with one including larger font sizes and less customisation options to see which the users prefer. Whilst readability is mandatory, the minimal aesthetic of using smaller typography may play a large factor in the satisfaction of using the device; an overly inclusive system can lead to discomfort as users are stubborn and don't want to be reminded that they are ill or impaired. Therefore this must be considered carefully.

_ 16 1_


IM PL EM EN TA TI ON

CONCLUSION PROJECT T H OU GH T S The objective at the beginning of the project was to provide an information architecture for the Medirio device, grounded in an inclusive usability study of existing devices and the migration of therapy-related habits, this should be easy to learn and effective to use. Initially it was thought that a fully functional prototype would be delivered however once the usability study was started it became apparent that providing a socially acceptable, usable solution was more important than spending time creating a fully working device.

The creation of a set of design principles for designing for social acceptance and usability provided the project with an important academic aspect. More importantly it positively impacted the final design of the system, acceptance and satisfaction are extremely hard variables to measure, therefore following the principles provides the project with the best grounding for acceptance. This has also greatly effected the knowledge of emotion, cognition and senses and their role in the pleasurability of products. All of which can be applied to future projects, whether social acceptability is a key factor or not.

The interface is simple, so simple in-fact that people may wonder where the design is, however it is the act of creating the most simple that requires the most endeavour. As measured against the usability factors the interface has been a success, meeting the criteria outlined at the beginning of the project alongside relevant standards governing interfaces. However it has scope to be moved further, bettered and truly disrupting the insulin delivery market; the next stage is in motion to achieve this.

Learning how, through a human factors approach the design of a product or system can be so dramatically effected shows how far as a design thinker I have come in the past nine months. Analysing the true feelings of users to improve and iterate is a technique that I believe is paramount to every design project and believe has been achieved in this one.

_1 62 _


IM PL EM EN TA TI ON

Using the final prototype

_ 16 3_


BACK MATTER


APPENDIX ADDI T ION A L D ATA


A PP EN DI X

APPENDIX 01 HIERARCHICA L TA SK A N A LY SIS

No.

Task

Required Knowledge

1.0

Calculate Dose

1.1

Measure blood sugar level

Use blood glucose monitor

1.2

Forecast dose requirement

Food to be eaten & glucose level

2.0

Check Pen

2.1

Check insulin level

The required dose

2.2

Screw needle onto pen

Thread direction

2.3

Remove needle guards

N/A

3.0

Replace Insulin

3.1

Remove outer casing

Disassembly instructions

3.2

Remove glass phial

N/A

3.3

Insert new phial

Orientation

3.4

Replace outer casing

Assembly instructions

4.0

Prime Pen

4.1

Shake Pen

Crystallisation of insulin

4.2

Turn dose to two units

N/A

4.3

Air Shot

Check needle is expelling insulin

5.0

Administer injection

5.1

Turn to required dose

Required dose

5.2

Bunch skin on injection site

N/A

5.3

Insert needle

Depth to push needle too

5.4

Push plunger

N/A

5.5

Leave for 10s

Insulin dispersion

5.6

Withdraw from skin

N/A

6.0

Needle Disposal

6.1

Replace guards

N/A

6.2

Unscrew needle

Disassembly instructions

6.3

Dispose appropriately

Where to dispose

_1 66 _


AP PE ND IX

Feedback

Potential Problems

Solutions

N/A

N/A

N/A

N/A

Inaccurate dose

Monitor average dosing ●

Visual representation

Throwing away insulin

Inject remaining insulin ●

Tactile vibrations

N/A

N/A

Tactile vibrations

Injury whilst removing

Remove needle interaction

Tactile vibrations

N/A

N/A

N/A

Wasting insulin

Reduce change over frequency

Click upon location

Breakage

Enclose insulin

N/A

N/A

N/A

Liquid hitting phial

Cartridge/needle clogged

Appropriate error message ●

Jog wheel (dial)

Selected dose too large

Allow change of dose size ●

Pushing motion of pen

Needle clogged

Appropriate error message ●

Jog wheel (dial)

Selected dose too large

Allow change of dose size ●

N/A

Inappropriate area inject in

Education of locations

N/A

Needle not in far enough

Keep needle inside user

Click through values

Pushed too hard

None

Not left for long enough

Feedback to show time lapsed

N/A

N/A

N/A

Click upon location

N/A

N/A

N/A

N/A

N/A

N/A

Inappropriate disposal

_ 16 7_

Inject button force tangential to needle direction

Packaging instructions on disposal/recycling


A PP EN DI X

APPENDIX 02 PARTICIPA N T PR OFILE S

Colin Fricker

Claire Haydon

Age: 71 Diabetic: Yes Treatment: Insulin pen Technology proficiency: Low Occupation: Retired

Age: 46 Diabetic: Yes Treatment: Metformin Technology proficiency: Medium-high Occupation: Sports Coach

Think

Think

Diabetes is a familiar topic for Colin, he has had the disease for around 23 years and been using the injector pen system for that period. Slowly his requirements and doses have increased, this is natural as people grow older with the disease.

Having had Diabetes for only five years, Claire has had a steep learning curve. The impact on her diet has ensured she is living a healthier lifestyle. At the moment T2DM does not impact her life dramatically, controlled through tablets.

Do

Do

Colin leads a healthy, active lifestyle for a 71 year old retired male. He used to smoke before health concerns ensured he quit, due to this he has multiple regimes to keep on top of.

Claire coaches trampolining and has a great passion for the sport. She loves the outdoors, walking her dog and spending time with her family and friends, enjoying herself. Feel

Feel

Diabetes has provided a guidance to her and her lifestyle. She treats the disease with respect and has little health concerns. It does not feel like a burden to her.

Sometimes he feels as though his multiple medications are restricting him, this is due to the organisation and thought behind every day’s requirement, what tablet(s) and when. _1 68 _


AP PE ND IX

Think

Do

Feel

What participants think about diabetes.

Participants behaviour and experience.

How they feel about medication.

Kyle Dawney

Charles Palmer

Age: 22 Diabetic: No Treatment: N/A Technology proficiency: High Occupation: Student

Age: 21 Diabetic: No Treatment: N/A Technology proficiency: High Occupation: Student

Think

Think

Kyle has no real understanding of the disease, knowing that it is related to insulin but nothing more in-depth than that.

Diabetes does not really effect anyone he knows very well, he knows little of the disease but understands it is an insulin problem and that eating the right thing is very important.

Do Kyle enjoys a very active lifestyle, doing MMA and going to the gym often. He lives life to the fullest and is extremely hard working.

Do Charles is a keen runner and enjoys exercise a lot. He is a design student so has a good opinion on the subject.

Feel Medication is a rarity for Kyle, taking a few allergen tablets and paracetamol every now and again it provides little restriction in his life.

Feel Medication doesn’t effect Charles at the moment, he is rarely ill and has no allergy requirements.

_ 16 9_


A PP EN DI X

APPENDIX 03 TESTI N G R E SU LT S Prototype 01

Prototype 02

Completion Rate 1 = Complete 0 = Fail

Completion Rate 1 = Complete 0 = Fail

Task

Dose

Prime

Card

Task

Dose

Prime

History

User 1

1

0

1

User 1

1

1

0

User 2

1

1

1

User 2

1

1

0

User 3

1

1

1

User 3

1

1

0

User 4

1

0

1

User 4

1

1

0

Time (s) Task

Time (s) Dose

Prime

Card

Task

User 1

33

105

46

User 1

28

90

65

User 2

21

72

24

User 2

80

176

79

User 3

16

60

22

User 3

26

60

68

User 4

25

66

26

User 4

22

70

73

Errors (number) Task

Dose

Dose

Prime

History

Errors (number) Prime

Card

Task

Dose

Prime

History

User 1

6

9

4

User 1

1

2

10

User 2

2

6

3

User 2

7

9

10

User 3

2

7

3

User 3

0

3

10

User 4

3

8

1

User 4

1

4

10

_1 70 _


AP PE ND IX

Prototype 03

Prototype 03.2

Completion Rate 1 = Complete 0 = Fail

Completion Rate 1 = Complete 0 = Fail

Task

Dose

Prime

History

Task

Dose

Prime

History

User 1

1

1

1

User 1

1

1

1

User 2

1

1

1

User 2

1

1

1

User 3

1

1

1

User 3

1

1

1

User 4

1

1

0

User 4

1

1

1

Time (s) Task

Time (s) Dose

Prime

History

Task

Dose

Prime

History

User 1

23

52

35

User 1

20

50

32

User 2

21

46

29

User 2

20

48

30

User 3

20

44

32

User 3

19

40

30

User 4

26

57

34

User 4

27

61

33

Errors (number) Task

Dose

Errors (number) Prime

History

Task

Dose

Prime

History

User 1

1

2

3

User 1

1

1

3

User 2

3

2

2

User 2

2

0

1

User 3

3

1

4

User 3

1

1

5

User 4

3

4

3

User 4

1

3

0

_ 17 1_


A PP EN DI X

APPENDIX 04 PARTICIPA N T PR OFILE S

Colin Fricker

Beryl Fricker

Age: 71 Diabetic: Yes Treatment: Insulin pen Technology proficiency: Low Occupation: Retired (Site Foreman)

Age: 71 Diabetic: Yes Treatment: Insulin Pen Technology proficiency: Medium Occupation: Retired (Admin assistant)

Think

Think

Diabetes is a familiar topic for Colin, he has had the disease for around 23 years and been using the injector pen system for that period. Slowly his requirements and doses have increased, this is natural as people grow older with the disease.

Beryl is less concerned with her own diabetic concerns than that of her husband’s and her daughter's, ensuring they are well is her priority. Do

Do

Beryl runs a tight ship, ensuring that her household is full of the right food and that her and her husband eat correctly. She visits a local coffee shop every Thursday with her friends.

Colin leads a healthy, active lifestyle for a 71 year old retired male. He used to smoke before health concerns ensured he quit, due to this he has multiple regimes to keep on top of.

Feel

Feel

As with many older adults, she has an array of pills and keeps most in her weekly pill box, split into days and then Am/Pm. This helps manage her medication and is not too much of a burden, it’s a small pretty box.

Sometimes he feels as though his multiple medications are restricting him, this is due to the organisation and thought behind every day’s requirement, what tablet(s) and when. _1 72 _


AP PE ND IX

Think

Do

Feel

What participants think about diabetes.

Participants behaviour and experience.

How they feel about medication.

Kerryn Kisbey-Green

Matt Haydon

Age: 22 Diabetic: No Treatment: N/A Technology proficiency: High Occupation: Student

Age: 48 Diabetic: No Treatment: N/A Technology proficiency: Medium Occupation: Logistics Manager

Think

Think

Kerryn is a very empathetic person, generally trying to understand people and their situations. One of her oldest friends has the disease and distinctly remembers eating very healthily every time she came over.

Diabetes has effected Matthew’s wife and therefore he has a good amount of knowledge relating to regimes and requirements. Do One of Matt’s passions is cooking, being in the kitchen really relaxes him and cooking for his wife ensures he can try new recipes for them to enjoy them together.

Do Kerryn is a very charitable person, believing that everyone deserves an equal chance in life and that you should always help people less fortunate than you, money is of no real relevance to her.

Feel Matt knows the restrictions of medication too well, having broken his leg as a young adult the repercussions have left him needing a heavy medication regime for joint problems.

Feel The biggest burden through any form of medication cam when she broke both wrists and was cast bound for nine months relying heavily on others, which frustrated her greatly. _ 17 3_


A PP EN DI X

APPENDIX 05 PARTICIPA N T PR OFILE S

Colin Fricker

Warren Dominey

Age: 71 Diabetic: Yes Treatment: Insulin pen Technology proficiency: Low Occupation: Retired (Site Foreman)

Age: 22 Diabetic: Yes Treatment: Insulin Pen Technology proficiency: High Occupation: Restaurant Shift Manager

Think

Think

Diabetes is a familiar topic for Colin, he has had the disease for around 23 years and been using the injector pen system for that period. Slowly his requirements and doses have increased, this is natural as people grow older with the disease.

Diabetes has been a part of Warren’s life for over 10 years so feels second nature for him. Having the disease from such a young age has meant that the lifestyle is not so much a change as a constant

Do

Do

Colin leads a healthy, active lifestyle for a 71 year old retired male. He used to smoke before health concerns ensured he quit, due to this he has multiple regimes to keep on top of.

Warren works at a fast food restaurant as a shift manager. It is sometimes un-sociable hours but in leisure time he enjoys running and playing football. Feel

Feel

Insulin therapy and pen injecting is a big part of Warren’s life and ensuring that he stays healthy. He enjoys the freedom he is given by the insulin.

Sometimes he feels as though his multiple medications are restricting him, this is due to the organisation and thought behind every day’s requirement, what tablet(s) and when. _1 74 _


AP PE ND IX

Think

Do

Feel

What participants think about diabetes.

Participants behaviour and experience.

How they feel about medication.

Gerard Gyedu

Lauren Kisbey-Green

Age: 22 Diabetic: No Treatment: N/A Technology proficiency: High Occupation: Student

Age: 25 Diabetic: No Treatment: N/A Technology proficiency: MediumHigh Occupation: Banker

Think

Think

Gerard is a fun and easy-going individual, he knows a limited amount about the disease but did express knowledge of insulin pens.

Lauren has a friend with the disease whom she grew up with, managing Type 1 Diabetes from an early age. She is also aware of the threats it causes, having a family member recently hospitalised due to mismanagement.

Do Gerard is studying marketing at university and as such, has a great wealth of knowledge on the opinions and views of people and their feelings related to products.

Do Being a banker she is a intelligent person. Being a young adult, she is very active within her friendship group, going to pubs, clubs and shopping regularly.

Feel Gerard suffers from numerous food allergies so knows how a condition can effect your diet.

Feel Lauren has had a few long-term illnesses where she has had to take oral medication, during this time she was at school and did feel pressure/ embarrassment with other students. _ 17 5_


A PP EN DI X

APPENDIX 06 FINAL TE ST IN G R E SU LT S Final Prototype Completion Rate 1 = Complete 0 = Fail Task

Dose

Prime

History

User 1

1

1

1

User 2

1

1

1

User 3

1

1

1

User 4

1

1

1

Time (s) Task

Dose

Prime

History

User 1

15

40

30

User 2

17

41

33

User 3

13

35

24

User 4

12

38

25

Errors (number) Task

Dose

Prime

History

User 1

1

2

1

User 2

1

2

0

User 3

1

1

0

User 4

2

1

2

_1 76 _


AP PE ND IX

As the tutorial section was changed dramatically it was measured separately and the users given two attempts, one at the beginning and one at the end to see if the device had taught them how perform the required tasks.

Tutorial Completion Rate 1 = Complete 0 = Fail User

1st Attempt

2nd Attempt

User 1

1

1

User 2

1

2

User 3

1

1

User 4

1

1

The linearity of the tutorial means it must be completed before moving into using the device.

Tutorial Time (s) User

1st Attempt

2nd Attempt

User 1

165

103

User 2

132

90

User 3

115

102

User 4

101

85

The time taken to perform the task is roughly between 1-2 minutes, however it is likely that in practice people would spend more time than this. Users may also play with the device to learn it's functions.

Tutorial Errors (Number) User

1st Attempt

2nd Attempt

User 1

10

8

User 2

11

7

User 3

9

5

User 4

9

8

_ 17 7_

As expected the users errors when performing the task reduced between the attempts, however they are initially vary large which needs to be changed.


A PP EN DI X

APPENDIX 07 USER REQU IR E ME N T S (U R S) User Requirement Specification The user requirement specification combines elements of the physical and digital design of a product and here outlines the features that are necessary for the device to be successful Interface Requirements ·· Insulin dosing through the screen/button interface must be easy to understand. ·· Time taken to administer should be less than 45s. ·· Interactions minimised to 3 steps in any direction where possible. ·· When insulin level is low, users should be clear on action(s) required. ·· If cartridge becomes blocked, users should be clear on action(s) required. ·· Time since last injection should be shown clearly. ·· Battery must last 1 week. ·· Display should sleep to preserve battery when not in use. ·· Device should encourage sufferers to adhere to a regime. ·· Device should not feel like an inconvenience for a patient to use. ·· Device should function appropriately between 5°C - 40°C. Appearance ·· ·· ·· ·· ·· ··

Luminance contrast should be higher than 3:1 for older adults. Font size should be universally readable or able to be changed. Resolution of display should be adequate for readability. Device should be seen as appealing both to patients and the public. Device will be usable when viewed from 300mm. Display shall be legible from any angle up until 40° from the normal of the display surface. ·· Display should be of adequate luminance to allow recognisability against other luminous devices.

_1 78 _


AP PE ND IX

·· Under night-time conditions display should dim to ease use. ·· Display should be free of unwanted reflections. ·· Dark characters on a light background shall be used (positive image polarity). ·· For consistent and sharp text display should be 200 pixels per inch or higher. ·· Text will be displayed at larger than 32’ of arc, which at a viewing distance of 300mm is 8pt. ·· Character stroke width will be with 10% to 17% of the height. ·· Character width-to-height ratio will fall between 0.7:1 and 0.9:1. ·· Between character spacing will be between 25% to 60% of character width. ·· The minimum number of pixels between words shall be the number of pixels of an upper-case letter H. ·· Icons should be dimmer to be easily understood and discerned. ·· Critical details included in icons should subtend 25’ to 35’ of arc. ·· Colour must be considered carefully Errors ·· Tasks that require management by the user should have a dialogue provided (information or function) ·· Tools for error correction should be provided ·· Tasks that require error identification by the user should have tools provided to do so ·· Following an error detection the user should be able to edit the erroneous input ·· Error messages should be presented in a consistent location ·· Error messages should appear in a consistent format Standards ·· ·· ·· ·· ·· ·· ··

ISO ISO ISO ISO ISO ISO ISO

11073 Health Informatics 9241 - 303 Requirements for electronic visual displays 9241 - 310 Visibility, aesthetics and ergonomics of pixel defects 62728 Display Technologies 62341-1-1 OLED displays 9241 - 210 Ergonomics of human-system interaction 13407 Human-centred design processes for interactive systems

_ 17 9_


REFERENCES IM AGES & A CA D E MI C


R EF ER EN CE S

Abdelhafiz, A. and Sinclair, A. (2013)

Ergonomics in Design: The Quarterly of Human

‘Management of Type 2 Diabetes in Older People’,

Factors Applications, 22(1).

Diabetes Therapy, 4(1).

Crame, M. (2013). Daily Commute. [image]

Acart Communications (no date) WCAG Contrast

Available at: https://www.flickr.com/photos/

Checker by Acart Communications Inc., Contrast

maxcrame/9498468836/sizes/l (Accessed 6 Apr.

Checker. Available at: http://contrastchecker.

2015).

com/# (Accessed: 6 March 2015).

Crawford, S. (no date) Components Used in

AIGA, (2006). Blurred Vision. [image] Available

Information Architecture, HowStuffWorks.

at: http://www.aiga.org/archivedmedia/

Available at: http://computer.howstuffworks.com/

typography-and-the-aging-eye/nini-fig4_

information-architecture4.htm (Accessed: 11 April

BlurVision-196.jpg (Accessed 5 Apr. 2015).

2015).

AIGA, (2006). Field Loss. [image] Available at:

Csikszentmihalyi, M. (1990) Flow: the psychology

http://www.aiga.org/archivedmedia/typography-

of optimal experience. New York: HarperCollins

and-the-aging-eye/nini-fig56-VisionLoss.jpg

Publishers Australia.

(Accessed 5 Apr. 2015).

Dade-Robertson, M. (2012) ‘The Architecture of

Ajovalasit, M. (2014) Tactile and Haptic

Information’, Bulletin of the American Society for

Perception.

Information Science and Technology, 39(1).

Boston Consulting Group (2003) The Hidden Epidemic

Diabetes.co.uk (no date) Basal Bolus - Basal Bolus

Finding a Cure for Unfilled Prescriptions and Missed

Injection Regimen. Diabetes News. Available at:

Doses.

http://www.diabetes.co.uk/insulin/basal-bolus. html (Accessed: 23 October 2014).

Browne, J., Ventura, A., Mosely, K. and Speight, J. (2013) ‘“I call it the blame and shame

Diabetes UK (2010) Diabetes in the UK 2010: Key

disease”: a qualitative study about perceptions of

Statistics on diabetes. Available at: http://www.

social stigma surrounding type 2 diabetes’, BMJ

diabetes.org.uk/documents/reports/diabetes_in_

Open, 3(11).

the_uk_2010.pdf.

Caddick, R. and Cable, s (2011) ‘Communicating

De Donatis, M. (2015) ‘Catch-up.’

the User Experience: A Practical Guide for Creating

De Donatis, M. and Micocci, M. (2015) ‘Catch-

Useful UX Documentation.’ Edited by Wiley, John &

up.’

Sons, Incorporated.

Donnelly, J. H. (1970) ‘Social Character and

Cavaiola, T. S. and Edelman, S. (2014) ‘Inhaled

Acceptance of New Products’, Journal of Marketing

Insulin: A Breath of Fresh Air? A Review of Inhaled

Research, 7(1). doi: 10.2307/3149519.

Insulin’, Clinical Therapeutics, 36(8).

Ebert, A., van der veer, G. and Domik, G. (no

Centers for Disease Control and Prevention (2014)

date) Building Bridges: HCI, Visualization, and

‘National Diabetes Statistics Report: Estimates of Diabetes and Its

Non-Formal Modeling: IFIP WG 13.7 Workshops on

Burden in the United State’, U.S.

Human-Computer Interaction and Visualization,

Department of Health and Human Services.

7th HCIV@ECCE 2011, Rostock, Germany, August

Chandra Sekharaiah, K. and Radha Krishna, A.

23, 2011, and 8th HCIV@INTERACT 2011, Lisbon,

(2014) ‘Usability Factors in Information Systems

Portugal, September 5, 2011, . Germany:

Development’, International Journal of Computer

Springer-Verlag Berlin and Heidelberg GmbH & Co..

Science and Mobile Computing, 3(7), pp. 658–668.

Elliott, R., Ross-Degnan, D., Adams, A., Safran,

Chiou, E., Venkatraman, V., Larson, K., Li, Y.,

D. G. and Soumerai, S. (2007) ‘Strategies for

Gibson, M. and Lee, J. (2014) ‘Contextual Design

Coping in a Complex World: Adherence Behavior

of a Motivated Medication Management Device’,

Among Older Adults with Chronic Illness’, Journal of General Internal Medicine. Springer, 22(6).

_ 18 1_


RE FE RE NC ES

Essl, E. (n.d.). Usable on-the-go. [image]

IDEO (2011) Human Centred Design Toolkit. 2nd

Available at: http://cdn.isorepublic.com/wp-

edn.

content/uploads/2014/09/distracted-vienna797x533.jpg (Accessed 5 Apr. 2015).

Injex, (n.d.). Jet Injector. [image] Available

Exubera, (n.d.). Insulin Inhaler. [image] Available

at: http://www.desang.net/wp-content/

at: http://www.podiatrytoday.com/files/photos/

uploads/2013/10/injex_injektor_free_transparent.

pt1006diabetes1.jpg (Accessed 6 Apr. 2015).

jpg (Accessed 5 Apr. 2015).

Ezyhealth, (n.d.). Insulin Syringe. [image]

International Diabetes Federation (2013) Diabetes

Available at: http://www.ezyhealth.com/

Atlas. 6th edn. Available at: www.idf.org/

magazine/wp-content/uploads/2014/11/

diabetesatlas (Accessed: 13 October 2014).

iStock_000015308899_Large.jpg (Accessed 5 Apr.

Jamson, S. (2010) ‘Acceptability data – what

2015).

should or could it predict?’ International seminar

Fager, K. (2010). [image] Available

on Acceptance, Paris, France.

at: https://www.flickr.com/photos/

Jeshoots, (n.d.). Apple iPhone Hands. [image]

kenfagerdotcom/4511279319/sizes/l (Accessed 5

Available at: http://static.pexels.com/wp-content/

Apr. 2015).

uploads/2014/11/apple-apps-hand-3510.jpg

Foo, M.-H., Chua, J. C. and Ng, J. (2011)

(Accessed 5 Apr. 2015).

‘Enhancing medicine adherence through multifaceted

Jobs, S. (1998) ‘Steve Jobs: “There”s Sanity

personalized medicine management’, 2011 IEEE

Returning’’. Business Week.

13th International Conference on e-Health Networking, Applications and Services.

Jordan, P. W. (2000) Designing Pleasurable Products: An Introduction to the New Human

Garett, J. (2002) Visual Vocabulary for

Factors. London: Taylor & Francis.

Information Architecture, JJG. Available at: http://www.jjg.net/ia/visvocab/ (Accessed: 5

Karsh, B.-T. (2004) ‘Beyond usability: designing

January 2015).

effective technology implementation systems to promote patient safety’, Quality and Safety in

Goldman-Levine, J. (2014) Insulin Patch Pumps

Health Care, 13(5), pp. 388–394. doi: 10.1136/

A New Tool for Type 2. Insulin Patch PumpsA

qshc.2004.010322.

New Tool for Type 2. Available at: http://www. diabetesselfmanagement.com/articles/tools-and-

Kirkman, S., Briscoe, V. J., Clark, N., Florez,

technology/insulin-patch-pumps/all/ (Accessed: 23

H., Haas, L., Halter, J., Huang, E., Korytkowski,

October 2014).

M., Munshi, M., Odegard, P. S., Pratley, R. and Swift, C. (2012) ‘Diabetes in Older Adults:

Gomez, L, (2014). LCD Module. [image] Available

A Consensus Report’, Journal of the American

at: http://i.ytimg.com/vi/Giw_aG6gFyA/ maxresdefault.jpg (Accessed 5 Apr. 2015).

Geriatrics Society, 60(12).

Graveling, A. and McIntyre, E. (2008) ‘Insulin

Kreitzberg, C. and Little, A. (2009) USABILITY IN PRACTICE: Usability Testing, MSDN Magazine.

delivery devices’, Royal College of Physicians of

Available at: https://msdn.microsoft.com/en-

Edinburgh, 39-1.

us/magazine/dd920305.aspx (Accessed: 1 April

HealthinAging.org (2012) Aging & Health A to Z.

2015).

Unique To Older Adults > Diabetes > Aging & Health

Krug, S. (2005a) Don’t make me think!: a

A To Z > Health in Aging. Available at: http://

common sense approach to web usability. 2nd edn.

www.healthinaging.org/aging-and-health-a-

Indianapolis, Ind.: New Riders Publishing.

to-z/topic:diabetes/info:unique-to-older-adults/ (Accessed: 24 October 2014).

Krug, S. (2005b) Don’t make me think!: a common sense approach to web usability. 2nd edn. Berkeley,

Hillson, R. (2014) ‘Embarrassing diabetes’,

CA: New Riders Publishing.

Practical Diabetes, 31(8).

_1 82 _


R EF ER EN CE S

Lange, J., Bradley, N. and Richard, P. (2014)

‘Intuitiveness, Ease-of-Use and Dose Force in

‘Usability of devices for self-injection: results

Two Growth Hormone Injection Devices’, Journal of

of a formative study on a new disposable pen

Pediatric Nursing, 28(2).

injector’, Medical Devices: Evidence and Research.

OmniPod, (n.d.). Omni Pod System. [image]

Lin, C.-C., Anderson, R., Hagerty, B. and

Available at: http://www.desang.net/wp-content/

Lee, B.-O. (2008) ‘Diabetes self-management

uploads/2013/06/mylife_omnipod_system.jpg

experience: a focus group study of Taiwanese

(Accessed 6 Apr. 2015).

patients with type 2 diabetes’, Journal of Clinical

Otaja, (n.d.). Man writing on paper with laptop.

Nursing, 17(5a).

[image] Available at: http://otaja.com/wp-

Lobanov, D. (n.d.). Insulin Administration.

content/uploads/2014/12/jobfinder_smaple-8.jpg

[image] Available at: http://holykaw.alltop.com/

[Accessed 6 Apr. 2015].

wp-content/uploads/2013/03/foto-rabies.jpg

Pandone, M. (n.d.). Feeling Good. [image]

(Accessed 5 Apr. 2015).

Available at: https://download.unsplash.com/

MacDonald, A. (2011) ‘Diabetes UK’, Trends in

photo-1414604582943-2fd913b3cb17 (Accessed 10

Urology & Men’s Health, 2(1).

Apr. 2015).

MacLeod, D. (2004) ‘Cognitive Ergonomics’,

Patton, J., Bukar, J. and Nagarajan, S. (1999)

Industrial Engineer, 36(3), pp. 26–30.

‘Inhaled insulin’, Advanced Drug Delivery Reviews, 35.

Mathis, L. (2011) Designed for Use: Create Usable Interfaces for Applications and the Web. United

Pender, S. (2014) ‘Diabetes’, Nursing Standard,

States: The Pragmatic Programmers.

28(22), p. 19.

Measuring Usability LLC (no date) Usability

Pixeden, (2015). Photoshop Paper Mockup. [image]

ScoreCard, Usability Scorecard. Available at:

Available at: http://www.pixeden.com/psd-

http://www.usabilityscorecard.com/manual_entry.

mock-up-templates/psd-a4-paper-mock-up-vol7

php (Accessed: 20 February 2015).

(Accessed 6 Apr. 2015).

Micocci, M. (2015) ‘Design Feedback 10/04/15.’

Quesenbery, W. (2001) What Does Usability Mean: Looking Beyond ‘Ease of Use’ - Whitney Interactive

Montero, C. S., Alexander, J., Marshall, M.

Design, WQ Usability. Available at: http://www.

T. and Subramanian, S. (2010) ‘Would you do

wqusability.com/articles/more-than-ease-of-use.

that?’, Proceedings of the 12th international

html (Accessed: 9 January 2015).

conference on Human computer interaction with mobile devices and services - MobileHCI ’10. doi:

Radio Kerry, (n.d.). Insulin Syringe. [image]

10.1145/1851600.1851647.

Available at: http://www.radiokerry.ie/wp-content/ uploads/2013/04/syringe.jpg (Accessed 6 Apr.

Morville, P. (2006) Information Architecture 3.0,

2015).

Semantic Studios. Semantic Studios. Available at: http://semanticstudios.com/information_

Rebola, C. and Jones, B. (2013) ‘Sympathetic

architecture_30/ (Accessed: 11 January 2015).

devices’, Proceedings of the 31st ACM international conference on Design of communication - SIGDOC

Norman, D. A. (2005) Emotional design: why we

’13.

love (or hate) everyday things. New York: Basic Books.

Reporter Application, (n.d.). Reporter App. [image] Available at: https://www.dropbox.com/

Norman, D. A. (2013) The design of everyday

sh/qnep2pb2i5821t3/BHnsVmrg2v (Accessed 5 Apr.

things. Cambridge, MA: The MIT Press.

2015).

O’Grady, J. V. and O’Grady, K. V. (2008)

Rico, J. and Brewster, S. (2010) ‘Usable

The information design handbook. Switzerland:

gestures for mobile interfaces’, Proceedings

RotoVision.

of the 28th international conference on Human

Olsen, M., Kappelgaard, A.-M., Hansen, N.

factors in computing systems - CHI ’10. doi:

A., Winter, F., Müller, B. and Qvis, M. (2013)

10.1145/1753326.1753458.

_ 18 3_


RE FE RE NC ES

Rosenfeld, L. and Morville, P. (2006) Information

Available at: https://download.unsplash.com/photo-

architecture for the World Wide Web. 2nd edn. United

1415226581130-91cb7f52f078 (Accessed 6 Apr.

States: O’Reilly Media, Inc, USA.

2015).

Roshdy Pharmacies, (n.d.). Insulin Pen. [image]

Shinohara, K. (2012) ‘A new approach for the

Available at: http://www.roshdypharmacies.

design of assistive technologies’, ACM SIGACCESS

com/images/healthcare/746497486insulinpen.jpg

Accessibility and Computing, (102), pp. 45–48. doi:

(Accessed 6 Apr. 2015).

10.1145/2140446.2140456.

Ross, D. (2014). Pixels-Serif-thick_stroke. [image]

Snook, J. (2005) Colour Contrast Check, Snook.

Available at: http://input.fontbureau.com/images/

ca. Available at: http://snook.ca/technical/

Pixels-Serif-thick_stroke.gif (Accessed 7 Apr.

colour_contrast/colour.html#fg=383838,bg=C1DDF3

2015).

(Accessed: 13 February 2015).

Ross, D. J. and Sherman, N. (2014) Input: Fonts

Stanton, N. (2006) ‘Hierarchical task analysis:

for Code. Available at: http://input.fontbureau.com/

Developments, applications, and extensions’, Applied

(Accessed: 12 February 2015).

Ergonomics, 37(1).

Sabate, E. and World Health Organization (2003)

Stanton, N., Young, M. and Harvey, C. (1999)

‘Hypertension’, in Sabate, E. and Staff, W. H. O.

‘Guide to Methodology in Ergonomics.’

Adherence to Long-term Therapies: Evidence for

Stonshy, S. (2013) Desire vs. Emotional Need,

Action. Switzerland: World Health Organization.

Psychology Today. Psychology Today. Available at:

Sauro, J. (2005) SUM: Single Usability Metric:

https://www.psychologytoday.com/blog/anger-in-

MeasuringU, MeasuringU. Available at: http://www.

the-age-entitlement/201310/desire-vs-emotional-

measuringu.com/article.php?uname=SUM (Accessed:

need (Accessed: 13 February 2015).

28 January 2015).

Tidwell, J. (2011) Designing Interfaces: Patterns

Sauro, J. (2011a) 10 Essential Usability Metrics:

for Effective Interaction Design. 2nd edn. United

MeasuringU, MeasuringU. Available at: http://

States: O’Reilly Media, Inc, USA.

www.measuringu.com/blog/essential-metrics.php

W3C (2008) Web Content Accessibility Guidelines

(Accessed: 28 January 2015).

(WCAG) 2.0, W3C. Available at: http://www.w3.org/

Sauro, J. (2011b) 10 Things to Know about Task

TR/2008/REC-WCAG20-20081211/#visual-audio-

Times: MeasuringU, MeasuringU. Available at:

contrast-contrast (Accessed: 6 March 2015).

http://www.measuringu.com/blog/task-times.php

Washington, M., Rapp, A., Chang, J., Willis, H.

(Accessed: 28 January 2015).

and Ashlock, J. (2006) ‘Typography and the Aging

Sauro, J. (2011c) Click versus Clock: Measuring

Eye: Typeface Legibility for Older Viewers with Vision

Website Efficiency: MeasuringU, MeasuringU.

Problems.’ AIGA | the professional association

Available at: http://www.measuringu.com/blog/

for design. Available at: http://www.aiga.org/

click-clock.php (Accessed: 28 January 2015).

typography-and-the-aging-eye/ (Accessed: 13 February 2015).

Sauro, J. and Kindlund, E. (2005) ‘A method to standardize usability metrics into a single score’,

West, K. (2015) ‘Zane Lowe meets Kanye West

Proceedings of the SIGCHI conference on Human

2015’, 26 February.

factors in computing systems - CHI ’05. doi:

Wilson, K., Pavlas, D., Sharit, J. and Salas,

10.1145/1054972.1055028.

E. (2010) ‘Eight Tips for Implementing New

Selam, J.-L. (2008) ‘Inhaled Insulin: Promises

Technologies in Health Care’, Ergonomics in Design:

and Concerns’, Journal of Diabetes Science and

The Quarterly of Human Factors Applications, 18(3).

Technology, 2(2). Sheldon, J. (n.d.). Man in Coffee Shop. [image]

_1 84 _



Ryan Haydon 1108665 Major Project Report April 2015 Dr Marco Ajovalasit Dr Busayawan Lam


Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.