Role
Product Design Intern
Skills
Gamification
Application Design
User Flow
Application Design
User Flow
Tools
Figma
Adobe CC
Adobe CC
Timeline
May - Aug 2024
Overview
A MedTech start-up based in Seoul, Korea.
Voinosis prevents and manages diseases, like dementia, by utilizing AI to analyze acoustic characteristics of patients.
Voinosis prevents and manages diseases, like dementia, by utilizing AI to analyze acoustic characteristics of patients.

TL;DR
While I wasn't able to stick longer to receive user feedback and further iterate the application, our beta launch successfully shipped by the deadline!
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Scope
The tablet application, HAHA(Hear Again, Heal Again), is intended to be used by early-stage dementia patients. Through daily exercises, the application seeks to lead the rehabilitation of the patients' hearing and memory.
A fellow SWE intern and I were given an ownership in leading the development of it. We had a weekly meeting with the manager and the key stakeholders to discuss about the direction of the application.
A fellow SWE intern and I were given an ownership in leading the development of it. We had a weekly meeting with the manager and the key stakeholders to discuss about the direction of the application.
Challenge
How do we bridge the gap between a digital (rehabilitation) program and elderly users?
Elderly patients aren't very keen on digital products. Even an easy, well thought out app may not be easily used.

Our North Star Goal
The main goal of the application was to assist early-diagnosed patients in strengthening their hearing and memory, and to prevent the worsening of their dementia. To do so, users must complete their daily tasks and return to the app throughout the program daily.
Understanding the end goal of the application, the North Star Goal became clear: create an easy and entertaining application. We must simplify and lighten the app as much as possible. Relaying off this, we set our KPIs as user retention(number of consecutive days) and completion of daily exercises.
Understanding the end goal of the application, the North Star Goal became clear: create an easy and entertaining application. We must simplify and lighten the app as much as possible. Relaying off this, we set our KPIs as user retention(number of consecutive days) and completion of daily exercises.
So what?
Treating meaningful KPIs as our guideline
Our application needed to be approachable and understandable for those with a lower technical fluency. For this to happen, we needed two things:
1. Easy flow – less is more
Concise and clear, without Konglish(Korean-English), to ensure easy understanding for elderly users
2. Gamification – make it fun
Logging into the app must not feel like homework
1. Easy flow – less is more
Concise and clear, without Konglish(Korean-English), to ensure easy understanding for elderly users
2. Gamification – make it fun
Logging into the app must not feel like homework
Thought Process
Tutorial page – easier instruction and procedure
To get the message across clearly, I stayed away from "Konglish"es and redundant interfaces that would complicate elders. I arrived at two versions of call-to-action: Yes/No vs Repeat/Proceed. Unlike Yes/No that is unclear which button actually proceeds to the actual game, Repeat/Proceed provides a much clearer guidance.
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Thought Process
Game page – start button
Reiterating the need for concise and clear instructions, particularly for the elders, I got rid of everything that was not important in "starting" a game.

Thought Process
Game page – timer
Timed numbers weren't helpful because they would distract elders away from the game itself, which we didn't want. The clock icon was necessary because elders may not recognize the timer without it. The middle iteration was optimal; the icon still exists but we maximize the impact with minimal space.

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Thought Process
Game page – answer box layout
Various categories of games meant different structures of answer buttons, ranging from 2~4 boxes. Taller answer boxes proved more effective since they didn't need a big change in layout. Wider boxes were more costly.
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Thought Process
Game page – gamification
The app needed a fun element so that it doesn't exhaust users for the designated period they engage with the application daily. As categories had different styles of questions and answers, such differences must be reflected in various gamification interfaces.
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Thought Process
Game page – after completion
By incorporating a nostalgic Korean stamp, I wanted to make the program more personable and encouraging.
