
MedJinn
Conceptual app design
A specialised mHealth app for the elderly that prioritises user-friendly features and simple interfaces to improve accessibility and promote active engagement in health management.
The
Challenge
mHealth is a promising tool for promoting healthy aging through evidence-based self-management interventions that help older adults maintain functional ability and independence .Its effectiveness for creating healthy habits and controlling chronic illnesses has been proven. Despite this, the elderly have shown low adoption of mHealth technologies, with 43% of seniors over the age of 70 stopping use within the first 14 days. The usability element is critical in influencing mHealth acceptance among older groups.
The
Goal
My goal was to understand the issues faced by the elderly through research and surveys, seeking solution by designing an app based on their experiences.
What I Did
UX / UI Designer
Researcher & Interviewer
Usability Testing
Branding
​
My Tools
Figma
Photoshop
Illustrator​
Balsamic
Duration
Overall: 3 months
Discovery & Research: 2 months
Design & testing: 1 month

The
Process
Empathise
Define
Ideate
Prototyping

Testing
Background
study
Empathise phase
In studying the challenges faced by the elderly, I found four key barriers: cognition, motivation, physical ability, and perception. Among the reasons for non-adoption of mHealth apps, longer learning curves and poor visual acuity stood out. To create effective apps, it's crucial to understand the specific needs of older adults and involve them in designing interfaces and interaction flow.

I did a 13 question survey to understand even better what individuals believe are the challenges faced by elderly while usoing mhealth apps. 20 respondents who have elderly members in their family took part in the study.
Online Survey
Where was the
problem?
Pain points
1
graphic elements
The Mhealth posed challenges for older users due to issues with font size, button colors, and the placement of elements.
2
Interaction challenges
The task's complexity and numerous steps made it challenging and overwhelming for them.
3
Language barrier
MHealth apps are often not available in the users' native language, making it difficult for them to navigate and use the app effectively.
4
Fine Motor Skills
Issues with precise touch or typing due to age-related decline in motor skills was also hindering their interaction with the app.
Persona
To gain deeper insights into my target audience, I made three personas that represent different segments within the demographic. they helped me empathize and understand the diverse needs, preferences, and behaviors of the elderly.
Branding

Color
Before starting into the app's design process, I laid the groundwork by conceptualizing a logo, finalizing the typography, and finalising a color palette. This strategic decision-making at the beginning ensured a strong visual identity and set the tone for the app's overall user experience.

Typography
The color are used as primary colors as they are associated with trust, knowledge professionalism, cleanliness and focus.
I chose for the 'Poppins' font for the app, leveraging its sans-serif style known for enhanced readability and accessibility.
Information
Architecture
I chose for the 'Poppins' font for the app, leveraging its sans-serif style known for enhanced readability and accessibility.


Lo-fi
prototype
Prototype
When I made the first lo-fi prototype of Medjinn, I made sure the icons and words were big. I wanted to make it easy for elderly people to use, I tried to make everything clear and simple so people can use the app easily. I carried out formative testing on this version of the app, to understand if the user needs were being met.
Hi-fi prototype
prototype
Following the feedback obtained from formative testing, I integrated the suggested changes and advanced to create the hi-fi prototype. This iteration has various features which are added to help the app become more accessible to the elderly.
View Figma prototype

Problem focus
During the sign-up process, the app asks users to speak verbally in their local language, using the microphone to detect and then translate the UI. This customised method ensures that the app corresponds to the language preferences of elderly users, resulting in a more comfortable and personalised experience.
Problem focus
The app has a microphone capability across all screens, allowing the elderly to easily search, book appointments, and engage in audio/video/message discussions through speech detection rather than traditional typing. To improve usability, I purposefully increased the size of fonts, icons, and buttons, reducing the possibility of incorrect presses and providing a more user-friendly experience.
Problem focus
I've added a my prescription feature on the home page where users can review their prescriptions and listen to voice notes left by the doctor, This functions aim is to make restocking of medication easier.
Problem focus
Users can purchase medicines directly through the app to increase convenience, streamlining the healthcare experience and giving a one-stop solution for their medical needs.
Formative
testing
testing
Think-aloud testing with four users using the Lo-fi prototype gave positive results, with approval for the app concept. Some constructive recommendations were noted and effortlessly included throughout the final prototype creation, such as spacing adjustments and size increases.




Summative
testing
testing
Following the completion of the hi-fi prototype, a second round of think-aloud testing with the same user group was done. The app was well appreciated and users contributed additional suggestions for future recommendations. Due to time constraints, a few ideas were not implemented in the prototype.
Based on findings from talk-aloud sessions and survey answers, it was clear that users appreciated the idea of a course comparison website. They were very pleased with the platform's availability of personalised course recommendations. Furthermore, the introduction of gamification features to allow users to earn course-related offers was wellreceived. This gamification feature not only encouraged users to return to the website, but it also urged them to finish their courses
