Healthcare providers are responsible for several wards during their shift. Each of these ward has approximately 15 to 25 patients that would require constant care and attention.
Given their tight schedules and short breaks, our solution should not ask them for more time than they are already limited to.
Huge responsibilities in a high-stress environment will inevitably take a mental and emotional toll on healthcare providers. It is common for people in this profession to feel burntout.
Our solution should allieviate healthcare providers' mental load so that they have more bandwidth for their patients.
Many healthcare providers are not local and may face communication issues with their patients since many of these elderly are dialect speakers. Sometimes information can be lost in translation.
Patients suffer from different stages of cognitive impairment and will need healthcare providers' assistance to carry out day-to-day tasks. One way to slow the progress of dementia is to stimulate the brain with cognitive therapy.
Our solution should help healthcare providers juggle these tasks by focusing on one area.
Some patients have lost part or all motor skills in their upper/lower limbs. We should consider design accessibility in our solution.
Some of these elderly patients have gone through significant losses, be it the death of a spouse, separation from family, or purpose in life. This can trigger feelings of loneliness and isolation and may become overwhelming for an individual. A healthy way to cope with this is to talk to someone about these feelings.
Our solution should provide a sense of comfort and validation to these elderly patients at times when healthcare providers are unavailable to them.
”Im still very stressed because they [patients] are still aggressive. If you lose them in the game, then it’s game over for them. They won’t pay attention anymore.”
“I know it’s new but a lot of things need to be done to prepare Dexie. I cannot continue conducting a session if there’s any issues with her”
”Youtube is quite user friendly. If Dexie hangs, we cannot do anything. We just end up using Youtube.”
“They cannot hold tablet properly so we have to choose residents who can do chit chat sessions. Not everyone can engage in this. Sometimes smaller will be easier for them to hold. Button very small”
”We normally don’t do chat sessions. Don’t know how to do troubleshoot if got problem.”
“Sometimes the engine server never change. I call Dexie team how to do. Still cannot, so stop. Never use Dexie in the end.”
The chat function is one of the programmes designed for dementia and long-term care patients to have personal conversations with Dexie, especially when there's an onset of sundowning behavior.
As anticipated, some elderly patients with physical disabilities may not have the strength or ability to use both hands to hold the tablet while pressing the button to converse with Dexie.
At the same time, this is less cumbersome than the tablet for our healthcare providers to hold while facilitating the programmes on the go.
Making elderly patients press a button before speaking still may not be the most intuitive action since many are unfamiliar with such functions on a mobile device. We could perhaps consider conducting an A/B test with microphones and corded phone handsets instead, to see if such devices would make conversing with Dexie more natural.
Right now, we've got a very daunting setup process and lengthy task flows. This is not ideal at all because it affects Dexie's usability, adoption, and eventually retention rate. This is evident from the feedback given by our healthcare providers when they indicated a dropoff from Dexie whenever they encountered a roadblock.
Information like server names, list of engine motors, and IP addresses are irrelevant to the healthcare providers and would contribute to their confusion.
We took careful steps to filter down the information and tried to keep it at its bare minimum. Restructuring the information architecture (which will be elaborated on in the next point) also helped a fair bit in shortening the task flows for the setup and each programme. This allows healthcare workers to execute their tasks more efficiently and quickly.
In V.0 of Dextron software, we have information but with weak architecture. The main page itself has 12 cards consisting of actual programmes, different parts of specific programmes, technical software functions (that users will never need), and other random functions that are completely unrelated to this project.
With information all over the place like this, it was difficult for our healthcare providers to find and run the intended programmes systematically.
If healthcare workers find this process too tiring or complicated, there's a risk they might abandon it altogether.
To keep the content simple and easy to navigate, I restructured the information architecture according to the 4 main programmes offered and left out unnecessary distractions.
This follows Miller's law of usability, that keeping content organized in smaller chunks (ideally 7 or fewer) helps users to process, understand and memorize the content easily. Conjointly, this brings us to the next point of reducing the complexity of choices.
The aforementioned weak information architecture has led to many complicated and counterintuitive steps that healthcare providers needed to take to run a programme. A simple game of Bingo, for example, required 18 steps. Part of the complication involves users needing to decide and search for the game's audio language from the main menu and eyeballing the animation's progress indicator so that another animation can be selected before the current one ends.
Such decisions and complex processes take up more time and attention from healthcare providers than intended. To resolve this, I referenced the principles from Hick's law for V.1's iteration.
Healthcare workers now only need to decide which programme they would like to run. The subsequent decisions and input will be prompted to them one step at a time. They also no longer need to manually select certain animations as it is now automated.
In addition, I've taken the liberty to make animations that are utilized often to be pinned at the top of the card deck with a different colour to give it visual priority. Relieving healthcare providers of some decisions will give them more confidence in running the programme on their own while having more time to tend to their elderly patients.
The touch targets on the tablet are visible but difficult to press because they are too small and close to each other. These are everything that Fitt's law has warned us not to do when it comes to the functionality of a button. Expectedly, this resulted in healthcare providers taking more time to tap on the buttons accurately.
Now that the default interface has changed to a mobile screen, all the more so I had to be sensitive about the sizing and spacing of the touch targets.
Following the guiding principles of Fitt's law closely, I increased the size and spacing of the touch targets while ensuring that they were placed in a reachable position for users if they were to use the device with one hand. I've also decided to make the primary call to action (play/pause) button larger to give it greater visual prominence so users know to press that first.
According to Jacob's law, users prefer familiarity and like it when things work the same way as what they already know. Leveraging on this, I've decided to draw inspiration from existing popular music platforms such as Spotify and Youtube Music to create similar interface designs for V.1’s music playlists.
Making the user experience intuitive will also heighten their confidence in running the programmes independently.
One of the usability heuristics by Jakob Nielsen is providing visible feedback on a system's status. People want to know if their actions will garner a reaction.
In V.0's interface design, the chat programme did not have any visual feedback when users pressed the button to speak. This cast some doubts amongst the elderly patients and healthcare providers when speaking to Dexie because they simply do not know if their speech was successfully captured.
To fix this problem, V.1 of the Dextron software will show the following visual changes when the microphone button is pressed.
5/16 elderly patients immediately followed Dexie’s actions without prompts when they first saw her.
6/8 elderly patients participated in the exercise routine conducted by Dexie
80% of the elderly patients were paying attention to Dexie even if they did not physically follow through with the actions she was doing.
Elderly patients were replying Dexie's questions and one even continued singing after Dexie has finished a song.
One of the elderly patients was actively participating in the exercise routines despite an arm impairment.
One elderly patient was crying, but when he saw the rest exercising with Dexie, he slowly stopped crying and joined in with the rest.
Healthcare providers from 2 different nursing homes were amazed and shared that a particular elderly patient who has never participated in their exercise sessions was now joining the exercises conducted by Dexie.
A few elderly patients who are still sharp and alert asked about the possibilities and limitations of Dexie, and one even asked to learn how to operate her because he used to be an engineer.