(Note: This project includes a clickable prototype*   that displays how a prescription enters a pharmacy system, and  a    protocast   where you may view the final 3D design tested in key task scenarios.)   *Link will be added       The project in a nutshell:   - This is a class project towards developing a prototype for a new product.  - For this project, I collaborated with a great design team (Joe Comeau and Renee Keith).  - It consists of a design process from research to concept exploration through the prototyping of a solution. Part of the solution is represented as a 3D prototype.  - The project includes initial user research to determine user requirements, problem definition, persona creation, site maps, scenario mapping, functional cartography, sketching, and prototyping.      The Problem:   Individuals may forget to take their medication or overdose. Some also tend to take the wrong medication due to difficulties in differentiating the pills.    The Challenge:  The challenge of the project was that it had to be more than an app: “You should think of something that requires a 3D prototype as part of the solution. An app that could just be accessed through a phone or smartwatch is not enough – I’m expecting a physical prototype that is specific to your problem.”   The Solution:  EmpoweRx, a new organizer that helps individuals to avoid skipping, overdosing or mistaking their medication.       The project in MORE detail:    Addressing the problem   Due to memory issues, some individuals have difficulty remembering to take medications at designated times & recommended doses. Due to lack of visual cues, some individuals also  have difficulty differentiating one medication from another. Medication organizers available today do not satisfy the range needs.       Defining target audience   Target users are seniors who do not want their metacognition, medical and physical limitations to limit their quality of life. They are social and routinely travel. They take a variety of medications, the schedule for which may sometimes vary depending on their changing health. Users whose health is relatively constant have developed habits around taking their medications.  However these habits can be disrupted as an individual ages and with changes in their schedule and/or routine, such as taking a trip or the addition of a new medication. This puts their health in jeopardy. Some of our users require outside assistance and need to relay information about their medication intake which can also be a challenge.      Conducting Interviews   - As soon as we decided on which usability issue to tackle, we started conducting extensive interviews with our target audience.      Creating Personas   - We created several personas, reduced the number of personas to two, decided to focus on one. Our main persona, Mrs. Coldfinger, is a retired school teacher in late 60s.  Recap: Mrs. Coldfinger's  main concern is that she has trouble remembering appointments. She has insensitivity in fingertips that go numb from time to time and she has trouble reading without glasses. She takes 3 different pills and eye drops in one eye daily.  “My mind is not as sharp as it used to be, but I want to take advantage of technology like everyone else.” Mrs. Coldfinger      Identifying Design Principles   We decided to design an accessible product that is intuitive, simple and flexible.   Accessible , since some users may have low vision, hearing loss, and limited strength and/or motor skills. The device and UI should be universal in design, easy to hold and operate.   Intuitive  because the design of EmpoweRx and its UI should be self-evident, not dependent on prior knowledge.  Simple because in order to prevent cognitive overload, EmpoweRx should not overwhelm the user with options at any given time. It should lessen what it can and conceal everything else without losing sense of inherent value.  And finally,  flexible , because it should allow the user to customize settings whenever possible and accommodate accordingly.  (Click   here   to view our design requirements)      Starting Sketches   - This phase was followed by individual sketching on paper. In this lo-fi phase, the ideation was mainly centered upon the initial hand drawn sketches. This is where we started to fuse our ideas as a team. The form of and the functions of the design were heavily discussed.   
 Scenario mapping  - This phase includes a   scenario mapping  . It also helped in defining key tasks.   - Key tasks were first sketched on paper:   
 - Then the the sketch content was transferred to medium fidelity visuals to be used in 3D prototype later on (  Visuals Part 1   &   Visuals Part 2  ).  - As soon as the key tasks were defined,   the functional cartography   was prepared.  - Key tasks were displayed on   the prototype storyboard   before the final video was prepared.        
     Clickable prototype and protocast   The final prototype is ready. When active, it will be able to produce visual, haptic, aural responses. It consists of a built-in scanner to identify medication. Depending on user’s comfort level, device can either exercise significant control or relinquish control over to the user.  This third and final phase consists of creating a medium fidelity prototype and a protocast. You may click to view   the clickable prototype   (InVision prototype) and   the protocast   (Final prototype).       
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