
Hygiene Care ︎︎︎
01. Project Brief
My Role The Team Project Timeline My Key Contributions
Researcher Producer Sep - Dec 2020 Project Management
UX Designer 2 UX designers User Research
UI Designer 3D Artist Define Problem & User Needs
User Flow & Wireframe
Prototyping
Interaction Design
Visual Design
Animation
UX Designer 2 UX designers User Research
UI Designer 3D Artist Define Problem & User Needs
User Flow & Wireframe
Prototyping
Interaction Design
Visual Design
Animation
Health Training Experience
For future
Hygiene care is an educational interactive experience to teach nurses
hand hygiene protocol to prevent health care-associated infections.
This is a way of learning different from traditional textbooks, they can
learn more when they go through the experience.


Our Client
Allegheny Health Network (AHN), based in Pittsburgh, is a non-profit,
13-hospital academic medical system with facilities located in Western Pennsylvania and one hospital
in Western New York.
21,000 staff and affiliated physicians.

How might we use a humor way to discuss this serious issue and create a trigger to help them take their knowledge into reality?

02-02
User Research
Key Insights from Users Research
In order to understand how does our product will work
in the real world, with real people. I conducted user interviews
with health care workers. The process I observed user behaviors,
needs, attitudes and motivation from different aspects such as:
daily routine, job responsibilities, hand washing time, methods;
The relationship with patients and family.



Insight # 1
Educational Moments
Health care professionals compliance with
the prescribed five moments of hand hygiene,
but some infectious moments are easy for
them to forget. Nurses have different
understanding of the impact of each situation,
so they choose to wash their hands
in different ways.
Solution: Highlight the educational moments
that nurses frequently forget hand hygiene.
So they can have a common understanding
of the dangers that are not easily perceived.
Also help individuals identify the moments
that they haven’t thought before.
Educational Moments
Health care professionals compliance with
the prescribed five moments of hand hygiene,
but some infectious moments are easy for
them to forget. Nurses have different
understanding of the impact of each situation,
so they choose to wash their hands
in different ways.
Solution: Highlight the educational moments
that nurses frequently forget hand hygiene.
So they can have a common understanding
of the dangers that are not easily perceived.
Also help individuals identify the moments
that they haven’t thought before.
Insight # 2
Consequences
Coginitive bias - If they have just seen a very
serious infection then we will consider the odds
of that happening very high but if they haven’t
seen an infection for some time we start to think
maybe it’s not so likely.
Solution: Show consequences with multiple
story endings. Informed the consequences of
not washing hands and the harm to family and
patients in real work environment.
Consequences
Coginitive bias - If they have just seen a very
serious infection then we will consider the odds
of that happening very high but if they haven’t
seen an infection for some time we start to think
maybe it’s not so likely.
Solution: Show consequences with multiple
story endings. Informed the consequences of
not washing hands and the harm to family and
patients in real work environment.
Insight # 3
Visualize Invisibility
Germs are invisible, some healthcare workers
have not recognized the potential risks.
Solution: Create memorable scenarios and
visuals- Visualize invisibility and compare germs
on different surfaces.
Visualize Invisibility
Germs are invisible, some healthcare workers
have not recognized the potential risks.
Solution: Create memorable scenarios and
visuals- Visualize invisibility and compare germs
on different surfaces.
02-03
From Findings
to Features
For the final piece of the research phase I wanted to define how
the process for creating an experience would get user to be
engaged in learning something they already knew without offensive.

User Journey


With all my research and conclusions in mind, I started building
the experience. Starting with some rough sketches, I drew up
some ideas on the whiteboard, sought feedback from my teammates
and then brought the final ideations to life in Figma.

02 - 04
User Testing
Does It Actually Work?
I conducted four user testing sessions with health care workers
to ensure that the user flow of the whole experience would help
them to bring the knowledge to the real life.

Change 1 # Refined Pass Moment
Before Testing
After Testing


From the user testing, I’ve learned testers do like the clear interaction and they like the linear straightforward story. However, they want to have more choices and freedom.
The refine version from “tell user when to pass” to “Let them decide the right passing moment”.
After refined the core interaction mechanic, users feel in control and more engaging.
After refined the core interaction mechanic, users feel in control and more engaging.
Change 2 # Informative Feedback
Before Testing
After Testing


Nurses think our experience is really informative, they gain more virus knowledge. However, testers are not sure if they click right.
Added score system to give a really clear feedback about catch the right passing moments. If they catch the moment, we will give some reward of score.
A system with feedback for every action helps users achieve their goals without friction.
A system with feedback for every action helps users achieve their goals without friction.
Change 3 # Adjust Camera Angle
Before Testing
After Testing


Testers can not see specific pass moment because of camera angle, so they could miss a pass moment easily.
Adjust camera angle and we also zoom in when the passing moment happens.
03
Getting Started
New experience can be overwhelmed so I built this onboarding experience to focus on
giving the user a high-level overview of the functionality and user’s goal for the experience.
giving the user a high-level overview of the functionality and user’s goal for the experience.










