TYPE OF WORK
Team project
CATEGORY
Product Design
TIME
Jan 2024 - Mar 2024
Overview
MediFlora is a gamified mobile app designed to support medication adherence for individuals with schizophrenia through engaging reminders, mood tracking, and community interaction. The app transforms the medication experience into a rewarding journey, where users grow and personalize a virtual garden by staying on track with their treatment.
MediFlora addresses the serious issue of medication non-adherence, which can lead to relapse and diminished quality of life for patients. By combining gamification, real-time tracking, and educational resources, MediFlora empowers users to take control of their health while fostering a sense of community and connection.
MediFlora addresses the serious issue of medication non-adherence, which can lead to relapse and diminished quality of life for patients. By combining gamification, real-time tracking, and educational resources, MediFlora empowers users to take control of their health while fostering a sense of community and connection.
Platform
Mobile application
Mobile application
Team
Group of 5 students from Human-Computer Interaction and Behavior Change
Group of 5 students from Human-Computer Interaction and Behavior Change
My contribution
Led early stages of the problem research, crafted one persona, responsible for the ideation and prototype of the gamified aspect of the solution.
Led early stages of the problem research, crafted one persona, responsible for the ideation and prototype of the gamified aspect of the solution.
What is the problem?
Schizophrenia is a life-altering mental health condition affecting millions worldwide, and medication adherence is a crucial part of managing the symptoms effectively. Yet, many patients struggle with consistent medication routines, often due to fear of side effects, lack of routine, or feelings of isolation. Non-adherence can lead to severe consequences, including relapses and diminished quality of life.
Aim
The project aimed to design a digital health intervention to address these challenges. The goal was to create an engaging, user-friendly mobile app that leverages education and gamification to help schizophrenic patients manage their medication schedules, learn about potential side effects, and foster a sense of community.
Research
Due to the vulnerability of our target audience, we faced ethical constraints that prevented us from conducting direct interviews or user studies with this group.
Instead, we relied on comprehensive literature reviews and existing research to understand their needs and challenges. We found that:
Instead, we relied on comprehensive literature reviews and existing research to understand their needs and challenges. We found that:
- Up to 50% of schizophrenia patients struggle with medication adherence.
- Around 81% of our target audience own smartphones, making mobile solutions viable.
- Schizophrenic patients have a preference for slower-paced role-playing games.
Persona
To better understand our users, we crafted personas that highlight the real-life struggles and goals of people living with schizophrenia.
Jacob Simon, 21, recently diagnosed with schizophrenia, struggles with medication adherence due to uncertainty about side effects and a lack of motivation exacerbated by low moods. Living at home and feeling isolated, Jacob seeks a sense of community and a practical way to manage his medication routine.
Emily Blacksmith, 32, an Etsy seller, also recently diagnosed, finds it hard to remember her medication schedule amid her busy work life. She is cautious about side effects and needs a straightforward, stress-free solution integrated into her daily routine.
Jacob Simon, 21, recently diagnosed with schizophrenia, struggles with medication adherence due to uncertainty about side effects and a lack of motivation exacerbated by low moods. Living at home and feeling isolated, Jacob seeks a sense of community and a practical way to manage his medication routine.
Emily Blacksmith, 32, an Etsy seller, also recently diagnosed, finds it hard to remember her medication schedule amid her busy work life. She is cautious about side effects and needs a straightforward, stress-free solution integrated into her daily routine.
User Requirements
From our research and personas, we defined essential app features: a user-friendly interface, medication reminders, an information hub to address side effects, direct communication with healthcare providers, and a community space for peer support.
Ideation
Our design process began with sketching various concepts, from basic tracking systems to immersive gamified experiences. Drawing inspiration from role-playing games and self-determination theory, we decided to incorporate a virtual garden theme where users earn rewards for medication adherence, fostering motivation and a sense of accomplishment.
Solution
The result was MediFlora, a gamified app where taking medication contributes to growing a personal garden.
Users receive reminders, video record their intake, and log any symptoms or their mood, with the added incentive of earning new plants for their garden.
An information hub provides resources on schizophrenia, while a social feature allows users to visit each other’s gardens, promoting community and support.
Users receive reminders, video record their intake, and log any symptoms or their mood, with the added incentive of earning new plants for their garden.
An information hub provides resources on schizophrenia, while a social feature allows users to visit each other’s gardens, promoting community and support.
Testing & Results
Given the ethical constraints associated with our vulnerable target group, we were unable to conduct user testing directly with individuals diagnosed with schizophrenia.
Instead, we employed a think-aloud protocol and follow-up interviews with participants outside of this demographic, providing them with the previous personas to simulate the experience.
This approach revealed areas for improvement, such as clearer navigation icons and more noticeable reminder banners. Despite these limitations, participants praised the app's gamified elements and its potential to motivate adherence.
Instead, we employed a think-aloud protocol and follow-up interviews with participants outside of this demographic, providing them with the previous personas to simulate the experience.
This approach revealed areas for improvement, such as clearer navigation icons and more noticeable reminder banners. Despite these limitations, participants praised the app's gamified elements and its potential to motivate adherence.
GP Feedback
To make sure our app could work well in real life, our university arranged a session with a General Practitioner.
They highlighted how the mood and journal features could help doctors catch issues early, as patients often miss subtle changes. The GP stressed the need for strict data privacy, especially given the stigma around schizophrenia in different cultures.
Additionally, they noted that the gamified design could be adapted to support other medical conditions, broadening the app's potential impact.
They highlighted how the mood and journal features could help doctors catch issues early, as patients often miss subtle changes. The GP stressed the need for strict data privacy, especially given the stigma around schizophrenia in different cultures.
Additionally, they noted that the gamified design could be adapted to support other medical conditions, broadening the app's potential impact.