the product

SuperCare is an app that pairs with a smart wearable bracelet to detect when a person with dementia has wandered off, and delegate the responsibility of returning them home to the closest available caregiver.

Role: UX Research and Designer

Team: Kate Carey, Yousef Kazerooni

Techniques: Interviews, scenario writing, storyboard generation, user flows, wireframes, interactive prototype

 

health tech meets social networking

 

Guerilla Research

We conducted a broad literature review, interviewed people who are caring for an aging loved one, developed personas for both patient and caregiver, and researched support groups for caregivers to round out our personas. 

Key Findings:

  • Common for patients suffering from dementia to wander off
  • Patients in early stages of the disease are committed to living independently

  • 69% of primary caregivers say caring for a loved one is the number one source of stress in their lives.

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Bridging Patients and Caregivers with Technology

We discovered that although many mobile applications exist to help caregivers track medication for dementia patients and other aspects of a patient’s daily routine, there wasn’t an application on the market that helped caregivers track when their loved one would wander off, which is a common problem for patients suffering from dementia.

Framing the Problem

How might we decrease the burden of caring for a loved one with dementia while increasing the pride people feel when they care for a loved one in need?

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creating opportunity through scenario generation

We storyboarded scenarios to help solidify our imagined futures. Each scenario reflects design solutions that are specifically crafted to center around the primary and secondary caregivers daily routine. 

prioritizing features based on research

Most apps focus on designing to enhance the patients life or coordinating responsibilities amongst caregivers. We wanted to focus our designs on real time coordination and incorporate motivation for primary and secondary caregivers of these patients. Rather than alleviate the burden of caregiving through mobile technology, we wanted to show appreciation of all the members of a patients close network.

Our wireframes highlight three primary features:

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value based design decisions

Takeaways & reflection

This project had a huge impact in shifting my approach to design. Through the research, testing and ideation phase of this project, I uncovered many insights and pain points I had never considered before. Through our design phase, we dove into different solutions and utilizing technology to better serve elderly patients. What we discovered was how this concept could potentially serve another segment of users: kids with autism, who also wandered off. 

In our next steps, we would begin testing the concept through rapid prototyping and user testing to validate the assumption that coordination and empathetic motivation would work to serve a network of caregivers for both elderly patients and kids with autism. 

 

 
 

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