Background

60% of US adults have a chronic disease, and 40% have two or more chronic diseases (CDC). They are the leading causes of death and disability, and lead to $4.1 trillion dollars in healthcare costs annually across the nation. On top of this 30 million Americans currently live with undiagnosed illnesses (NIH), and may not even know what is afflicting them and how to better their health. Groups especially susceptible to go undiagnosed tend to also have higher risk factors for chronic illness, like women and people of color. 

Flourish is an app designed to help patients with multi-symptom chronic illnesses better track, visualize, and communicate their symptoms and triggers over time. Designed in partnership with partner organization Suffering the Silence, a 501(c)3 tackling the destimagization and support of people with disabilities and chronic illness, Flourish focuses on using data to empower patients. The app features the same 1-10 sliding scale for symptom scoring used by doctors, the ability to incorporate custom tags for health triggers, and log health factors like sleep, hydration, and medications.

Problem Overview

Although the Flourish app was fully prototyped, no empty states had been designed yet. This meant there was little consideration for the first-time user (FTU) experience and what that would look like. My challenge was to create empty state designs that fit well into the existing flow of the app while feeling natural to the user. 

How might we create a first-time user (FTU) experience that fosters delight?

My Role

Title: UX Designer @ Flourish, National Science Foundation (NSF) DIFUSE Grant Recipient, Neukom Institute for Computational Science Scholar, Product Designer @ the DALI Lab

My responsibilities were to work alongside the co-partners to design the first time user experience of using the application’s tracker system––from wire-framing and user interviews to a high-fidelity design for onboarding and empty states that was implemented into the app’s V2 prototype. I also created a mental health and pain diagnostic survey to be used by Massachusetts general hospital for real-time impact, and created a full-stack atomic design system that standardized 45+ screens across the mobile and web with custom-made components, colors, and font styles.

Team

2 Professors, 4 Developers, 2 Designers

Tools

Figma, Photoshop, Maya

Skills

UX for VR, Rapid Prototyping, Mid-fi Mockups, Sketching, UI Design

Team

1 Design Manager, 1 Design Mentor
2 Project Managers
1 Solutions Architect

Tools

Figma, Figjam

Skills

UI/UX Design, Sketching, Storyboarding, Wireframes, Design Systems, System Diagrams, User Journey Maps

Team

Four Designers: Me, Tatum, Wylie, Jeanne
Four Developers:
Julian, Benny, Devon, Isabella
Two Product Managers:
Donia, Alexander

Tools

Design: Figma, Adobe After Effects
Development: Unity

Skills

Interaction Design, Animation, UX Copywriting, Sketching, Storyboarding, Client-facing Interactions

Team

Four Designers: Me, Sng, Rachel, Mira
Four Developers:
Vi, Marco, Adrienne, Emma
Two Product Managers:
Michael, Carson

Tools

Design: Figma, Zeplin, UserTesting.com
Development:

Skills

User Interaction & User Experience Design, Low-fi greyscales, Rapid prototyping, A/B Testing, Hi-Fi mockups, Design Systems, Des/Dev Interaction

Team

Across the two projects I worked with a total of 3 designers, 2 software engineers, 3 innovation experts, and 8 management consultants

Tools

Figma, Mural, PowerPoint, Jira, Reduct Video

Skills

UX Design, Rapid prototyping, User Interviews, Hi-Fi mockups, UI Design, Usability Testing, Journey mapping, Competitive audits

Team

Design Team: Me, Alex W., Rahul R.

Tools

Figma, Figjam, Mural, PowerPoint

Skills

User Interviews, Journey Mapping, Value Propositions/Need Statements, How Might We's, Ideation, HCD Workshops

Team

Design: Me, Cindy Y., Emma K.
Development: Jack K., Ian H.
Product Manager: Janvi K.

Tools

Figma, UserTesting.com, Adobe Illustrator, Adobe Photoshop, Zeplin, Slack

Skills

UX Design, Remote Usability Testing, A/B Testing, UX Research Guide, Handoff, Competitive Analysis

Solutions Overview

Key Partners

Dickey Center Staff: Amy Newcomb (Senior Programs Officer, Academic Director of the Young African Initiative at Dartmouth), Peter Jenkinson (Global Studies Program Manager)
Additional Advisors: Eugene Korsunskiy (Associate Professor of Engineering. Co-Director, Design Initiative at Dartmouth (DIAD)), Anca Balanceanu (Thayer School of Engineering Graduate Fellow, President of the Dartmouth Design Collective), Rich Nadworny (Design Director and co-founder of Savvy Design Collaborative)

Solutions Overview

Ultimately, we generated an ideas report of 30+ actionable solutions and their road maps, as well as 60 minutes of scalable experiential learning material. This involved running two design thinking workshops for Dickey Center staff/partners, and an educational workshop/beta test of our proposed solution on incoming Dartmouth freshman.

Our final project was successfully implemented into the following application cycles, which saw a spike in diversity directly attributed to our proposed solutions. Our student-oriented consulting strategy was so successful that it was used as an example to start an entirely new design program for students focused on driving change on campus using design thinking methods.

Key Partners

We met with Dalí Museum executives each week for sprint reviews and standups. Our primary client contacts were:

Dr. Hank Hine - Executive Director, Founder and Co-Director of Innovation Labs at The Dalí
Kathy Grief
- Chief Operating Officer (COO), Deputy Director
Allison McCarthy Cruse
- Assistant Curator, Executive Assistant

Team

Four Designers: Me, Sng, Rachel, Mira
Four Developers:
Vi, Marco, Adrienne, Emma
Two Product Managers:
Michael, Carson

Tools

Design: Figma, Zeplin, UserTesting.com
Development:

Skills

User Interaction & User Experience Design, Low-fi greyscales, Rapid prototyping, A/B Testing, Hi-Fi mockups, Design Systems, Des/Dev Interaction

Key Partners

Solution Overview

Solution Overview

My high-fidelity designs for the three important features of the Flourish App––Symptoms, Triggers, and Health Factors––and allowed them all to be logged easily for data tracking and analytics. Symptoms are physical or psychological health responses/reactions, triggers are the stimuli that cause a symptom to occur, and health factors are the additional variable considerations that affect one’s health, including medication, sleep, hydration, etc..

Symptoms
Triggers
Health Factors
Data Analytics

We designed a 3-minute experience with 170+ prototyped Figma screens that analyzed the pattern and duration of users looking at an artwork for the first time and compared with what a curator would want to focus on in a painting. Then, they would teach out about elements of the painting that you saw or might have missed. We also built in the feature to allow users to save their data and reference it later as a keepsake from the museum, or to share on social media.

Our designs will be installed in the museum for public use following their $42M expansion. To prepare for this, six of us spent  5 days in Florida meeting with the museum’s curatorial staff, demo-ing our project, and giving a technological review to their IT staff for a smooth handoff and beta launch. We also received a tour of the premises, grabbed lunch with museum donors, and got mic-ed up for some interviews!

We designed a fully-prototyped and developed application that provides users 4 main features: calendar, inbox, workspace, and habits. Together, it allows the mobile application to work in tandem with it's web counterpart, but also stand alone to capture the mobile-only customer base.

Curious about how we got to the solution? Check out my design process below.

Curious about the solution? Contact me.

For security reasons this project is not available on my website (password protection is not always secure), but if you’re interested in learning more about my work please contact me!

See design process & learnings below
Overview

The Process

Empathize

Competitive Analysis & Remote User Research

To start, we looked at their existing web designs to see where we could pull inspiration and ideas, as well as what high-level information architecture/features had to stay the same between web and mobile. 

On top of this, we also conducted competitive analysis, downloading and noting the customer journey for Whiteboard key competitors. This information was organized in a competitive matrix: 

Because we were operating with the 10 week time constraint, the Whiteboard CEOs wanted us to end the empathize stage here and start creating designs. However, it was important to us to actually talk to the user, and not create designs until we gleaned insights from them.

This was a key moment when we pushed back and stayed firm to the design process, and insisted that investing time in doing user research was important. In collaboration with a UX researcher we created a user interview script and interviewed beta Whiteboard desktop users and power users of their competitor’s applications. In total we conducted 5 live zoom user interviews and 3 virtual interviews using usertesting.com:

Key Lesson: Always put the user first
Though it is good to see what competitors are doing, you always want to have the user (and not the market) guide you. It is only in creating something that is tailored to their needs when you truly strike gold.

Spending this time with users proved invaluable, as it allowed us to create two unique user personas that encapsulated the different thoughts, feelings, and habits of the users we spoke to.

Define

User Needs & Opportunities

POV: Hyper-organized users need to consolidate and visualize their task lists in order to facilitate meaningful goal-achievement.

POV: Self-identifying “disorganized’ users  need to feel validated in order to be empowered and motivated to tackle difficult tasks.

From these personas, we defined their needs in POV statements. From talking to users, we were able to find two main insights that drove our designs:

Insight 1: People are emotionally invested in their organization and productivity. People know they feel good when they accomplish their goals, but they also may not realize how bad they feel when they don’t. Their goals need to be reachable and actionable so that they are constantly motivated towards success.

Insight 2: Users want to know their effort has meaning and will be impactful. People exhibit a lot of future discounting and often do not recognize that their actions today will be meaningful to them in the future. We need to educate the user of long-term benefits and generate buy-in for them to succeed.

Ideate

Iterating on UX for Habits

From our insights, the design opportunities I sought to take with the redesigned calendar, modals, and habits were:

1. Develop a stronger visual language for events, tasks, and habits, to prevent users from being confused when operating the app.
2. Make Flexible the editing and creation modal process so the app can better adjust to an individual’s personal organization/productivity style.
3. Provide Analytics for users’ habit data: delight the user into habit completion by showing their successes

Informed by this, we moved on to sketching and wireframing, and took notes on what worked and didn’t from initial designs.

After assessing the current state of habits and taking into account user feedback, I created new screens to better reflect a delightful habit tracking experience. Users wanted habits to be more focused on encompassing the data and tracking all their habits (instead of just a list of their combined daily habits).Implemented changes included:

1. Graphically representing habit behavior across the week in the ‘all habits’ section, with the bar being gradually filled depending on how much users were able to complete out of their total habits.
2. Implementing bullet-journal style monthly summaries in line with the user desire to have more summary-based data. The fill/unfilled binary system of tracking sections is collapsible for easy navigation and provides a more visual representation of their goals
3. Adding a Progress Bar to Today’s Habits shows how many habits they completed out of the day and is  consistent with the one on the dashboard page
4. Only Tracking Streak Data through our habits, as we found that other information (like the duration of the habit and how many days completed they were) was distracting and sometimes demoralizing for the user

Prototype & Test

 Challenges and Usability Changes

I also worked to overhaul the calendar views so that we could give them a more readable and open view. Throughout this process, I iterated on the vertical spacing, headers, activity box, and view adjustments. Here are some of the key challenges/areas of friction with the user and how we adjusted to it.

Challenge 1: View Limitations Partners were considering only having three views, and we received mixed feedback on whether or not users preferred 3-day, 5-day, or weekly views

Usability Change: Accommodate All Views Because view preference seemed personal to a user’s work style, we decided to accommodate all five flows: daily, 3-day, 5-day, weekly, and monthly.

Challenge 2: Inconvenient Activity Box Drag The draggable feature of the activity box collided with the expandable nature of the box, and the two could not exist in tandem

Usability Change: Scrollable and Collapsible Box allows for the user to continue to drag items around, but also collapse the box when it was empty or when they wanted a broader day view

Challenge 3: No designs for editing information, including changing calendar colors, creating a new calendar, and swapping views (originally done via an unintuitive pop up)

Usability Change: Creation of an eye icon allows for all necessary information to be compartmentalized but easily accessible via a pop up when clicked

The Product

Final Look & Handoff

Handoff System
Handoffs facilitate the long term success of designers and developers by creating a sustainable process via documentation. To facilitate a strong handoff, we noted the importance of/placement of every item, as well as the white space constraints on the screen.

Logo
Whiteboard was lacking a logo prior to the creation of their mobile designs, so I took on the task of designing one for them to incorporate into our designs and their promotional materials. We kept in mind three primary factors when designing a logo: brand recognition, scalability, and adherence to the productive mission of Whiteboard.

After A/B testing with potential customers, we decided on a final logo and color scheme that was implemented into the site overall.

Reflect

Impact & Next Steps

We ended the term with a fully fleshed-out user flow for the mobile designs. At the end of the term, we launched a mobile app MVP on Test Flight where developers engaged in bug finding and bug fixing.

Through the process of working on Whiteboard, I learned valuable lessons in design compromise––how to balance out the design needs we saw in user testing with the existing desktop application and the desires of our partners.

Empathize

Identifying Pain Points

Despite their core user group being Dartmouth undergraduates, the Dickey Center did not have a complete understanding of their needs nor a direct line of access to get them. My challenge was to contact and interview students, staff members, and other key stakeholders to fully understand the client’s status quo.

In total, we interviewed 27 students and 8 staff members in this preliminary round of user research. We organized/aggregated our notes to reveal insights about the students.

Reflect

Learnings

1. What it means to dive deep, fast
Workstreams at Bain move extremely quickly, and it taught me how crucial it is to dive deep into a project and create value for customers quickly.

2. The intersection of design and business goals
In the end design and business is about creating a better experience and giving better services to customers, and being able to see key moments of overlap and negotiation on how to achieve this goal was an extremely valuable part of this project. 

3. The importance of Agile delivery
Agile delivery is efficient, low-cost, and has ripple effects paying dividends in the long-run.

All of these learnings would not have been possible without the amazing guidance and support from my PD advisor Conner Hunihan, Product Design Manager Joe Taft, and Head of Design Merritt Robinson.

Empathize

Understanding the Field

To establish a baseline understanding of the museum and “art-tech” field, we did industry research on a broad range of ways new technologies were applied to arts institutions: from the New York Metropolitan Museum’s VR experience to Adobe’s collaboration with the SF MoMa to rethink the selfie.

After determining the existing and the possible, we also set out to gain a deeper understanding of the paintings we would be working with. The museum provided 11 paintings with descriptions written by their team of curators that they wanted to be a part of this collection. We set about sectioning off each painting to their individual elements and generating new captions for each section. This exercise not only allowed us to appreciate each individual section of the painting, but also created a back-end map of the X-Y coordinates of sections that would allow us to cross-reference user gaze paths with the painting element they were viewing.

Define

Negotiating User Needs and Client Constraints

What the museum (our client) wants and what users need are not always in line––obviously both want the guest to have a good experience, but the means of achieving that may collide. Thus, a key design challenge was negotiating needs and constraints.

User needs:
• to know that their interpretation of artwork is important
• to feel like they learned something valuable, but in a way that is engaging/exciting and not boring
• to have a memorable time at the Dalí Museum and take away something (digital/physical) to remember it by

Client constraints:
Have the experience able to collect data
• Be short enough to minimize lines/crowding in the gallery (~2-3 minutes max)
• Engage with a broad range of visitor personas
• Educate users on key details of the artworks

Ideate

Creating the Experience

After getting an understanding of both what was possible and what our clients/users needed, we began ideating possible experiences: from AR memory retention games to tracking how long eyes looked at a certain color. We turned these ideas into storyboards we presented to the client. After settling in on the concept of tracking user’s visual data and teaching them about each element of the painting, we began refining the storyboards.

Prototype

Key Design Decisions

The key design decisions that defined the way our experience felt to a user were how we chose to display data, source comparison data, highlight objects, and thematically tie together our experience.

Displaying user data
The Tobii Nano Pro allowed us to get information on the X/Y coordinates of a person’s gaze path, with longer looks leading to a higher concentration of gaze points in a particular area. Capturing multiple points per minute, we had a wealth of data to work with, so a key challenge was how we would display this information in a way that was easy to understand and delightful for the user.

We ended up deciding to show a user’s gaze path for 30 seconds first, or collection of points in sequential order from when they started looking at a painting to 30 seconds later, connected by a line. Users liked this format because they were able to directly recall what they were thinking when their eyes shifted from one location to another.

We would compare their gaze path to that of a curator so that they could see what areas they missed, or brag to friends if their way of looking at a painting was similar to a professional’s.
Afterwards, we would show their heat map, and compare that to a curator’s as well. A heat map was created by measuring the duration of gaze in a particular area (measuring the amount of gaze points condensed in the area), and creating a map of high and low gaze points throughout the painting. We ended up going in this direction because users really analyzing what they focused the most on.

Sourcing Curator DataSometimes the ideal solution is too costly or expensive time-wise, and it’s important to do a design work-around to still achieve the same result. Because we wanted to compare user data with curator data, we needed to have documented curator data. Getting this data was costly because we were not in the same location, and could only fly out to St. Petersburg once for installation. We got scrappy, and self-generated curator gaze paths based on what we knew about the painting. Having had spent so much time interviewing curators, we had an understanding of how they would view a painting, and constructed gaze paths using our own eyes. 

Highlighting ObjectsTo teach users about different parts of the painting, we needed to draw their attention to the element we were discussing. This led us to consider how we wanted to highlight an object of interest. From blurring the background to highlighting an object’s exterior contour, we tried out different methods until we settled on pointing an arrow at the object, and having the arrow’s path follow that of a curator’s gaze path.

Visual Themes
Because our experience would be publicly showcased, we wanted it to have a cohesive visual feel for its users. It was important to use that it sparked delight but also was non-distracting from the paintings, we explored many different potential options before settling on the final minimalistic black theme. 

Test

User/Client Testing & Iterations

We were able to get feedback directly from the public via two technology expos at Dartmouth. Students, professors, and local residents tried out our exhibit, and it was even tried out by our President Phil Hanlon! We were also get get feedback during 4 design critiques with the Dartmouth Digital Applied Learning and Innovation Lab, and through weekly partner feedback sessions.

When it came to the final round of iteration, we put a high-level of thought into how it might come together. We created standard components for every caption, and color-matched them to best fit with the color scheme of each of the 11 paintings. We also got new professionally-taken JPEGs of the paintings so that their color tone was as life-like as possible.

We sat down with the C00/CMO and walked through every single caption (of 100+ captions) to time them and insert strategic copy breaks so that the entire experience was thoughtfully and purposefully timed, and even created a custom monitor and designed our final layout around the placement of the Tobii Nano on it.

The Product

Product Installation & Client Visit

Above is the final, copy-writed and prototyped 170+ screens we handed off to the client. Alongside this process was our Florida trip:

Visiting the Client Site for Co-CreationWe were finally able to meet all of our key partners in real life and grab a meal with them (and a board member of the museum). Outside of doing copywriting with the C00, we had each of the executives try out our experience, and walked through it’s technical details with the museum’s IT staff for clean handoff. We also were able to meet the curators who helped us formulate the didactic captions––it was a really cool moment to be able to see people who know everything about the artwork get the opportunity to experience it in a completely new way.

Also, as a designer whose main body of work was created during the pandemic, I've rarely had the opportunity to meet stakeholders/clients in person, so it was a very rewarding experience to not only meet the Dali Museum staff, but co-create on our project with them.

Socials and PressWe received a private tour of the museum from a curator, and were followed around by a photographer and videographer, who were capturing content for Dalí Museum socials for when the project would be announced to the public. We also sat down for formal interviews (the first time I’ve ever been mic-ed up!), and an article about our experiences was published in the Dartmouth News!

I was also able to see my favorite of the 11 art pieces, The Average Bureaucrat, in real life. After working on something for so long I really felt connected to the piece, and I actually became emotional seeing it for the first time :’)

Amazing Team BondingOur team spent the weekend before the demo trip exploring the beautiful St. Petersburg area. From playing frisbee on the beach to working a late-night before the client demo in the Airbnb wrapping up final changes, it was a great trip.

Reflect

Impact & Next Steps

Creating something to be installed in such a prestigious museum and for thousands of visitors is so exciting as a young designer and an Art History major. It was genuinely moving to be able to combine my love for art and design in a cohesive and effective way. COVID-19 has also made it such that I’ve rarely had the opportunity to truly engage with who I’m designing for, and getting the opportunity for in-person co-creation just made the design process that much more rewarding.

One of my main takeaways from this experience is the importance of being passionate about your work and surrounding yourself with people who feel the same. When things get daunting it really helps to be surrounded by people all excited about the project and pushing to create the best possible product. The designers, developers, and PMs on this team were some of the best I’ve ever worked with, and I am honored to be able to call them teammates and friends.

Empathize

Casual Heuristics Review

I analyzed the V1 Flourish prototype’s existing approach to logging and tracking symptoms to understand the strengths and weak points of the current flow of the app. By reviewing the designs, I can be aware of how new empty states and logging structures can best mesh with the existing flow of the app, as well as identify any design/development weak points to bring up to the larger team.To do this analysis, I used 3 design heuristics from the Nielsen Norman Group (NNG):

1. Ease of Use: Tracking features must be easy to use and minimize cognitive load by making elements, actions, and options recognizable.
2. Flexibility and Efficiency: Frequent actions should be made easier for experienced and inexperienced users, aim to use as few actions as possible to achieve every task
3. Match Between System & Real World: The language across the app should be natural and reflective of the industry/consumer standards for healthcare dialogue. Everything should be clear across the application and it should prioritize learnability and consistency both internally and externally.

Overview

Insights

Synthesizing these insights, the design opportunities I sought to take with the redesigned flow and first-time usage empty states were:

#1: Categorization is key

Flourish is trying to convey ease of use and to inspire delight. This message quickly becomes diluted when users cannot properly manage their data.

Opportunities:

Consolidate the add and categorization stages for a separated out ‘editing state’, and have it save to a ‘saved state’.

Standardize the visual elements and user experience for symptoms, triggers, and health factors.

#2: Adapt to Existing Schemas

Each individual has their own way of interpreting their symptoms and accounting for their health, and rather than making users work to accommodate Flourish’s abilities/limitations, Flourish should instead put users first.

Opportunities:

Make flexible the editing process with optional components so Flourish can account for personalized additive flow and eliminate ambiguity

Prompt the user with suggestions, and offer terminology explanations, and use easy-to-understand copy to make the first-time experience easier to comprehend.

Ideate

Iterating on UX

Once I had everything I needed to begin, I started off by sketching possible UX flows that the user could take while experiencing Flourish for the first time. Moving from pen and paper to low-fidelity greyscales, I began noticing clear distinctions and patterns between my ideas.

As I narrowed down the ideation process from grayscale to hi-fi and colors, I organized these broad distinctions into four categories of flows:

Symptom First: Single [Symptom/Trigger/Health Factor] —> Categorization
Category First: Select Category —> Single Add [Symptom/Trigger/Health Factor]
Mixed Add: Show all Categories —> Single [Symptom/Trigger/Health Factor] in each
Mass Add: Mass [Symptom/Trigger/Health Factor] —> Unsorted List —> Categorize each item

Prototype

Creating Clickable Prototypes

Out of these flows I created 4 hi-fi prototypes in Figma, and conducted usability testing via design critique and with external users. Click through the carousel to see user reactions and takeaways from each flow:

Given the feedback we received from users, we chose a combination of symptom first and mass add that allows for single-add [Symptom/Trigger/Health Factor]s with optional categorization.

Test

Usability Changes

Challenge 1: Content-Type
Users had a difficult time identifying symptoms/treatments/health factors because they did not naturally label them in their minds, or if they did, their vocabulary to describe it is different than that of Flourish.
Usability Change 1:
Create a library that contains standard symptoms/treatments/health factors that would auto-fill as the user types to prompt them on proper examples of each. Eliminate defaulted categories to not confuse the user.
Challenge 2: Categorization
Symptoms/ treatments/health factors could fall into many categories or have no well-defined category
Usability Change 2: Make optional the categorization of items, which allows the user to organize their data however they’d prefer
Challenge 3: State-dependant UI changes Editing styles became different from initial empty-state views, which confused the user when they went back to make changes on the categorization of their items.
Usability Change: Standardize the look and flow of empty states and filled states from the first time people open the app to when they already have many items present
The Product

Final Look

This is the final, clickable flow that incorporates the results of our user feedback sessions and iterations:

On top of just redesigning the empty state experience, I also spent my time on Flourish developing an onboarding experience and creating a design system/hospital tool (below):

Design System

A full-stack design system extends the component-based ideas of Atomic Design to be specific to Flourish, and allows the user experience to be standardized throughout the app by providing a high-level guide. I created a design system from scratch for Flourish––creating custom components out of font styles, colors, and standardized weights/roundness/etc.. From this, I applied these components onto 45+ screens: redesigning them to be modular and cohesive.
MassGen Hospital Integration

As a side project throughout this experience, I created a Disease Activity Index (CDAI) and Pediatric Depressive Survey integration within the Flourish application for the Massachusetts General Hospital in Boston, Mass., that reminded users to log their symptoms on our mobile application in regular intervals, and processed that data for doctors in a backend web application. Generating meaningful impact for one of the  top-five hospitals in the United States was a rewarding aspect of this project I was really glad to have worked on.

Key Performance Indicators (KPIs)
As a mental exercise it’s good to consider KPIs and what metrics you want to use to make design/strategic adjustments. The KPIs I find most applicable to Flourish are:

Task Success Rate (TSR) = the # of correctly executed tasks
User Error Rate (UER) = the # of errors a user makes
Customer Satisfaction (CSAT)

Reflect

Impact & Next Steps

“The trend analysis would save me so much time and it’s not something I’ve seen anywhere else.”
 - K.M. (patient)
“This is how you pull in the non-analytical people,  this is forward thinking.”
- S.S. (patient)

This project was extremely rewarding, as I was able to generate tangible impact for MassGen Hospital, as well as work on a project that would help a large and underserved group.  Being able to hear the stories of our users and see our work come to life was amazing, and I’m excited to see the continued real-world impact delightful design and Flourish can have for the chronic illness community. 

Most importantly, this project taught me to exercise creativity in the face of constraints. From Des/Dev collaboration and challenges to statistical constraints of data analytics to COVID-19’s shift to remote work, this project reminded me to always stay flexible and nimble while approaching design challenges.

Reflect

Learnings

#1: Do the work to understand your customer
There were times in the process where I wanted to move faster towards hi-fi designs, where I made myself slow down and do the work of understanding the personas and what each user needs. This was extremely helpful, as it was this work that informed most of my designs down the line.

#2: The importance of Journey Mapping
When first orienting myself on the problem space, creating a systems map to understand the offerings of Glue was helpful, but what drove the most value in the end was creating a journey map that encapsulated the trajectory of users and what they felt at each stage.

#3: Always be learningThere is so much to learn and absorb, and keeping your mind open to skills, techniques, and ways of working allows you to constantly improve.

All of these learnings would not have been possible without the amazing guidance and support from my manager Susie Herbstritt and mentor Denis Vacher.

Define

Insights

Key Insights:

1. The application process is confusing and alienating - Students of all groups resoundingly said that the process felt overly complex, impersonal, and favoring one specific group/type of student.
2. There is an information discrepancy - Public-facing messages are either contradicting or not well communicated to students
3. Not all viable applicants are applying - The Dickey Center’s mission is to impact every possible type of student on campus, but that is not happening. Many students who would be amazing candidates are not applying, so a challenge is trying to source them.

These insights were generalized across all of the groups we interviewed, but to better target all the demographic and psychographic features of the student body, we decided to create value propositions for each user we encountered. This led us to develop 18 unique statements discussing the needs of each group as well as how the Dickey Center compared. Here are 6 of users we focused heavily on:

First Gen Students - For first-gen students, who want post-college opportunities, the Dickey Center provides application and internship guidance. Unlike the CPD, the Dickey Center helps students from all fields, and unlike Guarini, it supports students as they apply to international experiences.

Students on Financial Aid - For students on financial aid, who have a desire to get international experiences, the Dickey Center provides in person travel and educational experiences, and unlike Guarini and coursework, these programs are paid, aid-friendly/grant subsidized, and hands on.

Freshman - For a freshmen who need to discover new intellectual experiences and build relationships, The Dickey Center provides a lasting learning community for freshmen that allows them to learn about and approach new perspectives in world affairs.

BIPOC Students - For BIPOC students looking to connect with their cultural/spiritual heritage, the Dickey Center provides opportunities to learn more about their background. Unlike a history course on the topic, the Dickey Center creates opportunities for cultural immersion and understanding.

International Students - For international students, who wish they had more information on working in the US, the Dickey Center provides knowledgeable and empathetic staff who can support students in this regard. Unlike OVIS, the Dickey Center staff have unique connections with US foreign affairs.

Juniors - For juniors who are aiming to understand their career goals, the Dickey Center provides an opportunity to explore their passions in a real-world setting. Unlike travel or service trips, Dickey internships are a work setting that allows you to exercise your individualized skill set.

Ideate

Insights in Action: Creating a Report Deliverable

We then moved on to ideation and brainstormed possible solutions across all aspects of the center: from building changes to digital outreach initiatives and structural application changes. We came up with 100+ ideas across 17 broad categories of solutions.

To narrow them down and understand what we wanted to target first, we created a specification/quantification matrix to get our ideas in order, focusing on ease of implementation, potential impact, accessibility, breadth of reach, cost effectiveness, and delight.

We compiled then compiled our ideas, as well as the background research/methodology that inspired it (interviews, data, etc.) into a 12-page report and presented an insights and ideas deck to the Dickey Center staff. We also led a 30-minute collaborative brainstorming workshop, where we walked through the fundamentals of design thinking and gave them space to ideate as well as provide feedback on our ideas. This workshop was extremely informative, and made us realize we needed to specifically target first-year students.

Prototype

Value-Focused Experiential Learning Presentations

To dive deep into the needs of first-year students, we created a journey map. We conducted 18 additional interviews and noticed throughout that a student’s trajectory of involvement with the center was contingent on participation in their first-year undergraduate program (Great Issues Scholars, or GIS), so we mapped out the experience of two different students who did or did not participate in the program. We focused specifically on identifying the emotions associated with every step of the process.

This revealed a need for clear, concise, and engaging information sessions that would give all students–– regardless of background in international experiences––an opportunity to understand what GIS was like. To address this need, we collaborated with our partners to create a 60-minute long experiential learning presentation.

This was an immersive learnings workshop that encouraged students to participate in 3 activity modules focused on the Dickey Center’s main pillars of offerings  (International Security, Arctic & the Environment, and Global Health). This allowed students to see what the programs were like and what topics were covered before applying, as well as created a space for them to ask questions/get connected to other resources in the post-activity Q&A. 

Test

Usability Testing with a Focus Group

We sourced a 6-person focus group comprised of Dartmouth-bound high school Seniors who were interested in the Dickey Center programs. This allowed us to target our core user group of first-year students in a controlled manner. We ran through the 60 minutes of material, then solicited feedback.

Users were extremely receptive to the presentation and urged us to implement this solution full-time.

"Easily the best webinar I've been to"

“I enjoyed the events, I found the activities fun and it was nice to get to spend time in breakout rooms with other interested students."

“Had a great time! Very informative and good to meet new people.”

“[I most liked] exploring the topics, activities, and environment of the GIS program in a live setting.”

Having received confirmation from our core user group that this was a viable product, we saw the opportunity to scale this solution and apply it to other groups, including modifying the materials for First-Generation/Low-Income (FYSEP) and BIPOC students.

Reflect

Impact & Next Steps

Our insights reports and interview data have already been implemented on two application cycles, a website redesign, and in the upcoming first-year recruiting strategy. The Dickey Center has been in contact with the FYSEP program at Dartmouth, and the material may potentially be used as part of their college orientation program. Additionally, our 10-month consult was so successful that it led to Dartmouth’s Institute of Design creating an entire program based on the work we did, called Design Corps. I was hired to create the logo and branding for this new Design Corps program and may return as a mentor for the projects as well.

Reflecting on my experience over the past 10 months, I am so excited to have made a lasting impact on campus. Through weekly meetings with our partner contact, presenting deliverable decks to the entire staff every term, and iterating off feedback, I learned so much and developed comfort and passion for client work.

Thank you, Amy Newcomb, Alex Wells, Rahul Rao, Rich Nadworny, Anca Balaceanu, Eugene Korsunskiy, and the Dickey Center for being amazing partners, mentors, and friends during this process. This work could not have been possible without your support.

Challenge 1

Uncertainty Modes: Tackling Accessibility and Understanding

My first challenge was to tackle representations of historical uncertainty in the model. Because location uncertainty and material uncertainty were fundamentally different (but non-exclusive), it was important to find a way to make their visual representations distinct enough for the viewer to both learn the difference between the two, and also observe where an object may be both locationally/materially uncertain. 

To get started on this challenge, I began by ideating different ways we could highlight objects in one’s field of vision. I used a bright neon pink during the ideation/low-fi process because it made communicating my designs to stakeholders easier. Below you see an exploration of different means through which I could highlight the columns in the basilica.

At this stage, it became clear that accessibility would be an important issue. Despite working with an extremely bright color (that we weren't even planning on using for the final experience), a member of our team was colorblind, which made it virtually impossible for us to rely on color- or contrast-based solutions. This is because while traditional UX aims to create high-contrast screens so that it is accessible to users, in virtual reality architecture where we have modeled in light and shadow, we cannot ensure contrast in the same ways.

Because of this, we shifted towards a movement-based solution. If we could not rely on color, then creating accessible designs via element movement would allow all users to engage with our space. We settled on two movement-based ways of highlighting objects: Overlaying the surface of an object with a moving texture, and moving each subsection of an object's model.

Overlaying the surface (shown here simply as the pink highlighted section) with a moving texture would allow fully color-sighted individuals to see the difference via color or shade, and allow color-blind users to see the difference in texture. A low-cost solution I came up with to mock this up was to mask the highlighted objects with gifs that would play in Figma Prototype. We decided to use this for material uncertainty, as it highlighted that the surface of the object may not have been as it seems in our rendering.

To show location uncertainty, we decided to fully move the location of an object. However, for large objects like the mosaic floor, entire-element movements would be uncomfortable or even motion-sickness causing for the VR user. To solve for this, we decided to move each individual geometric piece the model was made out of. Here, you can see it as the individual mosiac tiles or pieces of stone that make up our build.

Below are the implemented designs created by our developers. As you can see on the left, material uncertainty with a moving texture keeps all elements of the build in place but changes its exterior style. On the right, we see both material and uncertainty at play on the floor. The gif toggles, but we see both material uncertainty with the overlay of texture, as well as location uncertainty, where tiles on the floor shift and move (very subtly in the screen recording because the movement is much more jarring in VR).

Challenge 2

UI Redesign

I then moved on to redesigning the entire UI. When I first joined the team, the experience felt disjointed because of a lack of cohesion in visual elements across areas/points in time. There were also many inconsistencies in the details of the design (from font size, kerning, etc. to roundness, drop shadows, and even icon usage) that made the whole thing feel unpolished. Thus, I started off by diving deep into the existing designs, making note of these issues, and coming up with a plan to improve them.

Because inconsistency was such a dominant concern throughout, I decided to tackle it in two ways: (1) create a universal UI theme that would make the entire color palette and feel consistent, and (2) document those changes and implement it onto every element so that everything followed the same logic and hierarchy.

After diving into similar VR builds, I noticed that there were 2 main strategies for how to best design UI for the virtual reality interface of a historical building. One tactic (shown in V1), was to use the architecture of the building as inspiration, and create designs with lifted elements that had a historical feel. The other (shown in V2), was to lean into the digital nature of the experience and create floating 2D translucent panels that would minimally obscure the background minimize distraction away from the build.

After discussing with key stakeholders, we decided on the V2 modern overlay designs. Though historical inspiration was exciting, because there were so many popups and interactions in one's view at all times, we decided it was best to go this route so that users could focus on the basilica itself. Here, the UI is not the star of the show, the building is, and we wanted to make sure that we were able to use our UI choices to highlight instead of distract from it.

Below are some additional icons, popups, and flows we designed after settling on our overall UI scheme.

Reflect

Takeaways

Working on a problem without many industry standards of best-practices to draw inspiration from was a really exciting experience as it allowed me to exercise more creativity during the ideation phase. Especially as someone who is new to VR, I was proud to be able to bring in my prior design experience into a new space. To me, design is ultimately a mindset that can be applied broadly across fields and softwares, and being able to work in a VR space as a UX designer really emphasizes that to me.

As an Art History major this was also a really great application of my learnings, especially because I took Medieval Art and Architecture with Professor Camerlenghi, who heads this project.