Anesthesia Induction Experience Design
UI&UX Design Project For CCHMC / 1 semester / 2017 Spring
Background. ––––––––––––––––––––––––––––––––––
Anesthesia and surgery can produce high levels of anxiety for patients and their families.
Anxiety and poor compliance during anesthesia inductions have been associated with many negative outcomes.
Incorporating a game that encourages the child to interact with the mask in a fun and engaging way (ex. controlling the game through voice commands or breathing into the mask) may provide superior mask acceptance and distraction.
Overview Of Projects. ––––––––––––––––––––––––––––––––––
We will pursue 3 specific aims through the 16-week semester:
Aim 1 ( Research Phase-Primary & Secondary Research ):
Examine the factors that promote positive and negative induction experiences for patients, families and anesthesia clinicians.
LWC designers will conduct semi-structured interviews across 12 stakeholders and analyze the results of these interviews and translate into possible innovations.
Aim 2 ( Ideation Phase-Co-creation ):
Determine what type of innovations may have the greatest impact for creating a more fun, interactive and positive induction experience. LWC designers will work with patients, families and clinicians to co-create interactive methods that provide distraction during a time of high fear and anxiety. The form of these methods is to be determined. The form could be analog or digital.
Aim 3 ( Refinement Phase-Concept Development ):
Further refine and test (define what this means) innovation with all stakeholders.
Design Thinking - LWC Process. ––––––––––––––––––––––––––––––––
Design thinking expresses the value of approaching problem solving from a people-focused perspective, also known as human centered design.
Human centered design is defined by three objectives: 1. Enhance human ability; 2. Help overcome human limitations; and 3. Foster human acceptance.
Research Methodologies. ————––––––––––––––––––––––––
The LWC team spent five weeks conducting research, interviews, observations and data collection that lead to insights, opportunity areas, and a better understanding of the induction process.
1. Benchmarking
Key Insights
The LWC team benchmarked existing products and systems to understand current and emerging market trends.
1. Patient Sense of Control
Children undergo most of their fears when they come across an unknown. Providing a sense of controls minimizes those moments.
2. Multi-Sensory Engagements
Being able to hold the patients attention on multiple different sensory levels is more effective than utilizing one sense.
3. Mask as Integral part of a game
Making the mask a part of a game that the patient is playing helps normalize the mask and get them comfortable with the mask.
4. Keepsake
Giving the child a keepsake helps familiarize the process.
2. Observations
Induction Process Shadowing
The LWC team benchmarked existing products and systems to understand current and emerging market trends.
1. The observations enabled the LWC team to understand and empathize with the stakeholders’ journey during the induction process.
2. Each LWC team member had a different experience during the shadowing process, which led to a broader understanding of the variety of induction delivery and outcomes.
3. The unique experiences of each LWC team member led to the creation of different scenarios that revealed different intervention moments and opportunities areas.
3. Interviews
Clinician and Family Interviews
The LWC team interviewed 17 Clinicians and 6 Families to get a better understanding of the induction process and current distraction tools that are being used.
1. Clinicians and families identified two distinct induction experiences.
2. Clinicians used unique tools for each distinct experience.
3. However, the clinicians stated that they were comfortable using four tools universally.
Understand The Problem. ––––––––––––––––––––––––––––––––
Intervention Opportunities ––Analyzing Existing Tools
From the research, the LWC team identified the criteria of “what must be true” for an induction intervention to be successful. We analyzed the ipad, video game, sensory distractions and storytelling. This criteria produced initial design opportunities for possible future interventions.
The Induction Journey ––Scenarios
The LWC team developed scenarios for two different families going through the CCHMC’s induction process.The scenarios are based on two different families’ treatment process map, which clinicians and families completed during their interviews.
Design Opportunities
The two scenarios yielded a number of design opportunities and a set of design criteria to set up a what a successful intervention must do.
1. Included Parental Engagement
The more the parents are positively involved helps with the child’s emotions.
3. Portable Environment
Creating a comfortable environment can help reduce stress levels
2. Community Based Gaming
Adding a sense of competition with peers can add some engagement
4. Immersive Storytelling Experience
Inviting the patients into a journey through the induction experience engages them deeply
Ideation Methodology –––––––––––––––––––––––––––––––
After the LWC team analyzed the induction experience through the research phase, the team conducted interactions with clinicians to gain insights into the various touch points during the induction process.The insights led the LWC team to better understand the issues and opportunities that arise during the induction experience.
Interaction -- Key Touchpoints
The two scenarios yielded a number of design opportunities and a set of design criteria to set up a what a successful intervention must do. The LWC team iterated with 10 Clinicians and 6 Families to get a more detailed understanding of the key touch points in the induction process. There are specific touch points that consistently bring about stress and anxiety for the patients.
Co-creation Ideation -- Concepts
Based on feedback from the initial presentation, the LWC team developed four mask oriented solutions that represent various levels of engagement during the induction experience.
Survey -- Theme Study
Family Interaction Feedback
40+ Families were asked to rate each individual theme on whether or not their child enjoyed, disliked, or were indifferent to the theme. Below are the results including the top ve themes that the majority of families said their child enjoys.
Critical Insight --- Ideation
Change in Thought Process
Throughout the research and ideation phases, the LWC team’s focus was on creating a distraction technique for creating the most successful induction experience. However, insights from user interactions led the team to understand the ideal solution as an opportunity of engagement for the patient, parent, and clinician, rather than a distraction for the patient.
Refinement Methodology ––––––––––––––––––––––––––––
During the Refinement Phase, the LWC team created prototypes of the possible interventions, tested those prototypes with users, and developed final iterations of the concepts based on user feedback.
Prototype Creation -- Interventions
Stakeholder Driven Solutions
After translating the insights from both the Research and Ideation phases of the project, the LWC team identified two interventions for a better induction experience.
Intervention #1: Device
After translating the insights from both the Research and Ideation phases of the project, the LWC team identifying two interventions for a better induction experience.The device intervention incorporates a physical device into the induction process.
1. 2D Iterations
Through rapid ideation sketches the LWC team was able to further develop ideas and concepts.
4. Visual Feedback
Lights on the inside of the bowl and on the front interface of the product are directly related to the patient’s breathing.
2. Physical Form Studies
3D iterations were made to study the form’s stance in space and the ergonomics of handling the device.
5. Auditory Feedback
A peaceful ascending white noise accompanies the lighting effect to engage and utilize multiple senses at once.
3. 3D Modeling
After a nal form was developed, the 3D modeled and created a prototype based on user feedback of the form studies.
6. Surface Contact Charging
The charging station’s base design provides a cordless charging option for the device.
Induction Device --- Breathing Interaction
The device does not turn on until the chosen animal is in contact with the surface, which then reads the RFID Tag on the animal, allowing for the patient to feel as if they control the process.
Intervention #2: Application
The team identi ed three major characteristics that the app must ful ll based on the evaluation results and feedback from the clinical staff and families.These characteristics are:
1. Usage
The app needs to be easily cleaned and implemented for different clinical staff and families.This also should be very simple to understand for patients. The potential for repetitive use must be considered.
2. Engagement
The app needs to invite the patients into the storyline and engage them in the induction process.The app must give patients a sense of control throughout the journey.
3. Visual Language
Visuals and graphics should make the app easy to understand and navigate.A calming color palette and visual design was used to create a soothing interaction between the app and patients.
Sketch
Visual Identity
The look and feel of the characters and scenery were tested to identify the most effective visual language for the app.
Storyboard
Final Delivery