User friendly information architecture and interaction design for a iOS app to help caregivers track their parents daily medicine intake. Design flow extended on to a wearable design of a 3d object watch and UI.
As our population ages, many adult children are becoming more involved in their parent’s care. A common concern is making sure parents take the right medication at the right time. Automatic medication dispensing devices are currently available to help a patients take the right medication at the correct time.  If a however a medication is missed, a caregiver is notified to monitor their parent’s actions.
My Role 
•  Conceptualized user experience 
•  Developed a scenario and persona to understand the user closely
•  Create low fidelity wireframes to detailed elegant final designs
•  Prototyped flows and tested them on users
•  Extended concept to wearable watch UI and 3D Object
Tools Used
Balsamiq, Sketch, Proto-Pie and Fusion 360
Created a story board and scenario script to understand users
I researched the space by interviewing some older adults and their caregivers and used them to outline the scenario in which this application might be used. This process helped me uncover some detailed interactions that a user might perform. Revisions were made to this process based on peer feedback.
Defined user journey through sketching app ideas
I looked at other apps like Medisafe, Pill Monitor, etc., for feature ideas, brainstormed idea that I could apply in the design, and connected the flows and features to define a set of of interactions that would define the experience of the app.
Made low fidelity prototype to validate concepts
Took a selection of sketches and created screens to define user flows. I presented these flows as clickthroughs to received feedback on my concepts. 
Incorporated feedback based the scenario and low fidelity prototype
I was encouraged by my project advisor to take a "T shaped" approach to my project and distill the scenario down to one or two very specific interactions to define the application experience further. 
First, I developed a User Persona to cut straight to the nitty-gritty and focus on: "What does my typical user want to do with my product?". I examined the process and workflow that my user would prefer to utilize in order to achieve their objectives in interacting with the product.
Second, I shortened the scenario and focused only on the following flows
1.  Caregiver receiving notification of a missed medications
2. Process of connecting the app and the device
Flow and Features 
Caregiver receiving notification of missed medications
User received a push notification, 3D touch press gives options to "call" or see more “details”. Clicking on “details” take user to med schedule screen. The “!” symbol indicates time sensitive med. Clicking on it leads to med detail screen containing important information about drug. App has a wifi calling option like most popular apps like (Facebook, What’s app) or a regular call option. This option is particularly effective for families living overseas to help the over come the hassle of making an international call. 
Screens for connecting Pill Tracker app and the home device
This flow is for a first time user, the on-boarding process explains the features to the user. Subtle animations make the flow more seamless. User is asked to enter a code to connect the PillTracker app to device between 
Visual Design decisions
Detailed designs through multiple iterations

1. Developed information hierarchy 
Below I document to design evolution of the "Notification Detail Screen"  which had to be divided up to first present the information missed of meds and then go into detail of side effects of missed a specific medication in order to not overwhelm the user with jumping to large chunks of information. 
2. Made information quick and easy 
For the Notification flow, I iterated my designs until I could create an experience that minimized swiping through screens for the user before they eventually get the information needed. My goal was to prioritize and stick to representing the most important things needed when a caretaker finds that their patient has not taken their medication on time. 
Thinking through INTERACTIONs
Optimized Interaction to refine prototypes
I used ProtoPie to create the clickthrough. Below is a note about my design thinking associated with creating these interactions:
1. Highlighted the value proposition
Users need to quickly be informed about the functionality of the features. Simple animations appear when the user opens the app, three screens with doodle visuals and minimal text explaining the app’s core features in the simplest way possible — it is for improving medication tracking.
2. Keeping sign up simple
Often customers are required to provide several types of information: name, an email etc. which can be obtained from social logins like Google or Facebook. After carefully considering the various options I deciphered the sign-up process could be as simple as entering a code to connect the app to the medicine dispensing device  – which would already contain the patient's medication schedule and personal details. 
Play with the ProtoPie prototype for On-boarding Screen, unlock code 16389.
Play with the ProtoPie prototype for notification of a missed medications.
Established visual style for interface
User Testing 
Participant I
24yr old male, pursuing his PhD at Georgia Tech. His parents live in India and he has an aging grandmother which made him immediately understand the effectiveness of this app.
• Was able to easily find his way around the functionality and onboarding screens
• I provided with the combination “16389” to connect the device he quickly figured understood the context as well
• In the notification flow he stopped and scrolled up and down, tried to click on all the medications in Fig 2.2. Getting there was fairly simple as the Apple GUI looked quite real. 
•There was only one button that was active i.e Gluctrol which I had to prompt him to click. 
• He scrolled and appreciated the FAQ’s section and break up of informatiomation and used back button to some back to 2.2. 
• Then he clicked the wificall button and jumped back because the preview on 2.3 was quite belivable! he thought he actually placed a call!
He said the UI was very easy to navigate, and that this tool made him understand the mutiple medications required in a day by a person easier to follow. 
Participant II
22yr old female, pursuing her master’s at Georgia Tech. She wasn’t an ideal match but she has a sister with a liver condition for whom she said their mother would get this kind of tracker.
• This user spent a longer anount of time going through the onboarding screens
• User took her time to enjoy the animations and understand each feature explanation.
• She was able to easily unlock the screen and once she entered the app she immediately know how to navigate the screen in Fig.1.1. She admired the UI and took her time to observe every detail.
She said the information was very well designed and that she enjoying the animation screens as they conveyed the features really well and were fun to slide. She said she would like to see a monthly chart (which was out of scope for this assignment) but I strongly feel having more to see in the app would have helped her give more feedback. In a future testing scenario I’d build out more screens in order to have an uninterrupted flow.  
Pill Tracker Bracelet
For the 3D wearable wrist device prototype, I first created a mood board on which I collected aesthetic form and design influences for the wearable device. I then designed a 3D rendering of the device using Fusion 360 CAD/CAM design software. 
Screens for Interaction with Bracelet 
I envisioned functionality of the different communicative elements of the physical device, explained below in detail.

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