It’s hard to believe we are nearly done, but here we are at the end of our seven-month long project. As this is our last post, it seems fitting to reflect on everything we have done. It has been quite a journey with all sorts of twists and turns. Let’s take a moment to reminisce about our progress starting seven months ago in January.

Don’t feel like waxing nostalgic? Skip to “Learning Through Play”

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Photo by Daniel Frank on Unsplash

No App for That

We began with a relatively direct prompt.

Design a mobile solution, like an app, to reduce inappropriate ER usage.

If you have kept up with our previous posts, you know how dramatically our project has changed. Simply put, trying to direct people through an app when they are hurt or sick is difficult.

When people are in pain or discomfort, they don’t say to themselves: “Let me open my healthcare app, navigate to self-diagnosis, enter all my symptoms, and do whatever the app tells me.” People just know they are in pain and want relief as as soon as possible. So they go with what they know — hospitals.

The real problem we found was a lack of knowledge across all user groups, and an absence of engaging platforms to educate people on the proper use of healthcare facilities. Our goal became to enable people to make better decisions for themselves by equipping them with basic medical knowledge and skills.

This epiphany (too much?) led us to create not just one product, but six, and an entire campaign around educating people through interaction and play. I won’t rehash everything we did to get to this point but suffice it to say, it has been a fun and challenging ride.

The Old Double Diamond

Every ux designer probably knows of this process: the cycles of expanding ideas and then refining them. Clean and simple. Reality is…less so. We have been through a lot, and reframing our prompt was only the beginning. From apps to games, and everything in between, we explored a great number of opportunities for achieving our goals. Let’s take a brief visual trip down memory lane.

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Testing out our paper prototypes.

Learning Through Play

Back to the current, and nearly final, state of our project.

For the past few weeks, we have been hard at work, polishing our prototypes and putting on some finishing touches. At this point, we think it’s better to show rather than tell.

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Gameplay from Remember That Time

So without further ado, we present our final digital prototypes for educating through play. Go ahead and give them a try!

Flu Monster
Conditional Trivia
Remember That Time
Defend the ER

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We would like to thank everyone who helped us along the way. Our faculty advisers, Francine Gemperle and Vincent Aleven, were fantastic and helped us immensely throughout our entire project, through the good times and the bad. We are very grateful for their support and understanding.

And thanks to our fellow MHCI’ers who helped test our designs, and ripped them apart so we could remake them better.

On a personal note, I would like to thank each of my teammates: Viba, Luca, Shen, and Ann. Whether or not our designs ever see the light of day, none of us could have created them on our own. It has been an absolute pleasure working with these fine people, and a marvel to witness everyone’s contribution. I cannot wait to see what great leaders of our industry they will become.

To Team HealthTech of MHCI 2018, thank you for an amazing capstone project.

See you on the other side :)

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