Dr. Buddy

Problem

The doctors office is the last place on earth a boy or girl wants to be. From the waiting room, to height/weight, to the dreaded immunization shots, the last place on earth a boy or girl wants to be is at the doctors office.

Competitive Analysis

There are three products that are on the market, and they all have their limitations. 1.) The Muppets Band-aid experience requires special band-aids to put over an injury, so if a user is out of stock it will not function properly. 2.) The St. Josephs RPG game will immersive a child into an RPG hospital, but it is challenging to bring them back into reality. 3.) Finally, the MRI pirate ship experience is an incredible tool used to help children get through MRI scans without fear.

User Research

User Personas

Site Map

User Flow

User Testing

Early Sketches

Wireframes

Final Design Phase

I put together an easy survey that I administered to parents, which was meant to be taken with their children. The root of the survey came out when answers were analyzed for two of the questions that I asked.

Age range of children: 3-9 years old

Sample Size: 60 parents

After collecting the data from the surveys and synthesizing the results, I created two user personas with narratives to coincide with my product I would create. It's interesting to note that there are two user personas, but it is needed as both the parent and child would be using this product together, hence the need for this creation.

Creating a sitemap was the first order of business in the design phase. Dr. Buddy is meant to be used during a single Doctors office visit, so it needs to be simple, and straightforward. My site map follows along a menu screen of four possible options, making it easy for the child to navigate it's structure with minimal help from a parent.

For my final comps, I chose to go with vivid, bright colors that are inviting and attractive to children. I chose a mascot that is familiar and friendly, dressed as a medical professional to reduce the fear associated with the doctors office. It was also important to choose easy to spot emoticons that a child can relate to, and based on my research, the main emotions displayed at a doctors office for this age range are displayed below.

I engaged in seven rounds of user tests to get a good grasp on iterations that could be made. Overall, the children I tested my product on seemed to really enjoy what this app was capable of. Some of the concerns surrounded the waiting room games area of the app and how a child would win, as well as confusion on how the Dr. Buddy facetime call would work. Through each piece of feedback, I was able to modify and adapt my designs to the needs of the users to put out a product that best suited their needs.

My wireframes reflect a simple layout, a concise message, and an easy to navigate visual system. I initially had a system in play where the child would have a bit more control over the application, but then realized that the children using the product would need some assistance from the parent present. With this in mind, I adjusted and made a few age-appropriate modifications to allow for parent involvement.

I started out with initial early sketches (seen below). I spent around two days on my sketching, making modifications along the way. Take note of the emoticons, along with the happy themes throughout some of the sketches, which are meant to instill a sense of security and comfort during a visit to the pediatricians office. 

I needed an easy-to-follow user flow, which allows for user choice but not to the extent that a child falls down "a rabbit hole."  This product is meant to be simple to understand and use. You'll see below an example of one of the paths where the child will accept a mock Facetime call from the Doctor Buddy mascot based on an emotion they choose. 

Discovery

Design

Next Steps

Iterate

Helping Children Conquer the Doctors Office