Design of Usable Health Systems
This assessment will teach students how to apply practical user-centered technology design skills from requirements gathering and analysis through to prototyping and evaluation.
By completing this assessment (and each lab and set of online activities associated with it) the student will be able to understand and apply:
- research and business skills and methods required to take a product through the entire design / development lifecycle
- design principles, approaches and methods
- gathering design requirements from stakeholders and prioritising them
- designing for good User Interfaces (UIs) and User Interaction and Experience (UX)
- creating low (storyboarding) and medium (interactive) fidelity prototypes
- planning evaluations with real users
- conducting usability evaluations
You will complete the two submissions that were submitted in week 11:
1. Design Report and Artefacts
2. The Final Interactive Prototype
You have been asked to design a product, digital service, system or application that addressed one of the following topics:
1 Long-term condition management (e.g. Diabetes, Cancer, COPD)
2 Healthy ageing and frailty
3 Future Care at Home and in the Community
4 Service issues in Health and Care: demand and capacity management
5 Digital skills and workforce development in Health and Care
6 Physical activity for Healthy and Active Lifestyles
7 Improving Lives of People with Sensory Impairment
8 Maintaining Mental Wellbeing
Final high-fidelity prototype
The final high-fidelity prototype should be an executable file that is interactive. It could also be a clickable interactive simulation of the application, its look and feel, and its behaviours. If your prototype is a physical device or product you still need to be able to demonstrate the interactive features. You can do this through the use of animation, video, Wizard of Oz or physical prototyping. Marks are given for the visual and physical design (look and feel) and also the interactive features and design choices made.
Note - the marks here are for a well-illustrated/simulated and interactive prototype including good use of audio and or textual annotations.
You might therefore choose to include all of the following files. For example:
1 - the link to the click thru app (mandatory) 2 - a video or voice over of the app in action
3 - an annotated set of screen shots indicating key functionality and features
Imagine a customer or client would be clicking through this prototype to make final decisions or whether to commission or further develop the app after this design prototype is shown to them. They must be able to understand what it does and how it behaves from the final files that you submit without reading the report.
Part 1 Analysis of the Design Challenge
Part 2 Demo of high-fidelity prototype
Part 3 Final high-fidelity prototype
The final high-fidelity prototype should be an executable file that is interactive. It could also be a clickable interactive simulation of the application, its look and feel, and its behaviours. If your prototype is a physical device or product you still need to be able to demonstrate the interactive features. You can do this through the use of animation, video, Wizard of Oz or physical prototyping. Marks are given for the visual and physical design (look and feel) and also the interactive features and design choices made.
Note - the marks here are for a well-illustrated/simulated and interactive prototype including good use of audio and or textual annotations.
You might therefore choose to include all of the following files. For example:
1 - the link to the click thru app (mandatory) 2 - a video or voice over of the app in action
3 - an annotated set of screen shots indicating key functionality and features
Imagine a customer or client would be clicking through this prototype to make final decisions or whether to commission or further develop the app after this design prototype is shown to them. They must be able to understand what it does and how it behaves from the final files that you submit without reading the report.
- Look and Feel (UI) of system 0 1 2 3 4 5
- Navigation/Structure 0 1 2 3 4 5
- Interactive features and functionality 0 1 2 3 4 5
- Design choices and novelty 0 1 2 3 4 5
Part 4 Final Design Report
1. Introduction to the Design Challenge
Include a clear statement of what problem of area of health or wellness you are designing for [1 mark]. Do not propose a solution at this stage in the report.
Highlight what problem exists [1 mark] for who [1 mark] and why it might be worth solving/what will change if you address the problem with technology.
This should be approx. between 150 and 350 word textual summary.
2. Analysis of the problem space
The analysis section of the report should include a systematic and insightful analysis of
(i) the stakeholders involved
(ii) the users and their needs, capabilities and goals
(iii) context of use
(iv) any business / service requirements for the system/product/application;
(v) technical/system/infrastructure requirements.
Requirements/Design Methods/Tools to use in this section include: Stakeholder Mapping/Analysis
User profiles/Personas Task Analysis
Use Cases
Service/Process Maps or Journeys Market or Competitor Analysis
3. Formal Requirements Specification
• This section should include a synthesised and clearly presented table of functional and non- functional requirements. [2 marks]
• They should be derived/linked to the analysis in section 2 and the user testing carried out on the early prototypes.
• They should be prioritised in some way (ease of implementation, cost, importance).
• If any requirements have been added/removed/changed because of any Design or Testing stages then you should indicate this clearly in the table (colour coding, annotations, extra column) and explain/justify the design change/iteration clearly. [1 mark]
4. Prototyping and Design Approach
This section should present a clear overall design approach
What was your overall approach to design and prototyping? How many stages/phases?
What was the aim of each stage? What was the output of each stage?
How did the outputs from one stage lead into each other stage?
The report should:
Describe clearly how you implemented your prototypes at the different design stages (sketches through to working prototype):
Low fidelity Prototypes - sketches and storyboards. Are they clear - are they annotated?
Could someone clearly make out design features and design choices by looking at them?
High fidelity prototype - you should include annotated screenshots to explain design features and any design choices made between the requirements, prototyping and user testing phases. Are they presented and annotated in a way that people can understand what the app does and why?
Reflect on the advantages or disadvantages of the approaches you used at each stage of design
Note - the interactive prototype should also be submitted separately as a file as it is worth 20 marks alone in addition to this explanation in the report. - see above.
5. Evaluation
Describe how you evaluated your prototypes through the design stages.
a. Aims and objectives
What you are evaluating for/what are you measuring?
b. Methods
How you evaluated, with who, what data did you collect?
For example by (i) testing a hypothesis, (ii) conducting an analytical evaluation/walkthrough with experts/stakeholders, (iii) by gathering qualitative feedback from users via an interview or survey, (iv) by conducting analytical evaluations using persona.
c. Findings
What data did you end up with?
How did you analyse or treat/interpret this data?
What did this evaluation tell you about your app that you did not know before? Present your data/findings in an insightful, analytical, and transparent way.
6. Conclusions and Future Work
Discuss/present opportunities for future system development and further design and evaluation iterations based on your existing prototype and evaluation findings. How might you continue to evaluate and improve the design if you were to continue to develop the system?
7. Overall Presentation and Clarity