Clients count on us to be smart, daring, and responsible.   We untangle complexities and challenge conventions, and we’re as concerned about the business aspects of our solutions as we are about the creative.

The Healthcare IT Series: Medical User Interfaces – it ought to be about engagement

Bridge Design  |  Mar 07, 2012  |   Comments (0)  |   Trackbacks (0)  |   Permalink
After Bridge’s recent highly-attended webinar “Easier-to-use UI,” Bridge Design President, Bill Evans will be presenting a similar topic about the diverse usability and customer appeal challenges of medical UIs at the Silicon Valley Forum Healthcare IT Series on March 13, 2012.  Participants will come away with a new perspective on what it takes to design medical UIs and actionable ideas to tackle their own UI challenges.

This is likely to be a lively interactive presentation as Bill is presenting alongside Dr. Justin Graham, M.D., M.S., the Chief Medical Information Officer at NorthBay Healthcare which is a two hospital healthcare provider in Solano county.  Justin will bring a healthcare provider perspective to the discussion on what is likely to be an interesting debate about various needs on medical UIs to improve the quality and potentially lower the cost of care as well as engaging healthcare professional and patients more in the process.

Location: DLA Piper
2000 University Avenue East Palo Alto, California 94303-2214

Agenda:
6:30 - 7:00 p.m. Registration / Networking / Refreshments
7:00 - 7:15 p.m. Announcements and Introductions
7:15 - 8:30 p.m. Presentation and Discussion
8:30 - 8:45 p.m. Wrap-up / Networking

Cost:
$20 at the door for non-SVForum members
No charge for SVForum members

www.svforum.org/healthcareIT

If you are a UI device developer or a healthcare professional with some pet peeves about the devices you use, please contact HealthcareITsig@svforum.org to address your issues during the Q & A.

Easier-to-Use UIs: How to win approval from users-and the FDA

Bridge Design  |  Jan 17, 2012  |   Comments (0)  |   Trackbacks (0)  |   Permalink

Bridge and Design Science jointly present a Qmed webinar on February 22, 2012 11 am PST/2 pm EST.  Diana Greenberg, Bridge's Director of User Experience and Design Science Principal & Founder, Dr Stephen Wilcox will draw on their considerable experience in designing easy to use, engaging and safe user interfaces for medical products to lead a discussion about what it takes to develop such interfaces.

Your customers have told you that your next-generation medical device must be easier to use and you’ve heard about the new FDA human factors testing that might be required.  You know you’ve got to have some kind of information display, and now you're ready to move towards creating that highly-desired, simple, engaging, and FDA approved medical user interface.  This webinar covers the fundamentals of how to go about creating such an interface and how to smooth the path through FDA HF testing.  Two companies, Bridge Design and Design Science, each with great expertise in their respective fields (UI design and human factors), will explain and illustrate how to:

  • Understand what your specific users and stakeholders mean by "ease-of-use"
  • Appreciate the fundamentals of good usability
  • Know the criteria to help you choose the right style of interface (e.g., touchscreen or soft key-based, or using other input devices)
  • Understand how to integrate a UI into the other components of your medical device or system
  • Create that customer-appealing interface
  • Develop an optimal prototype-test-iterate process with your users that will validate its usability and smooth the path to regulatory approval
  • Deliver the UI to the software development-team in a simple and clear way that is as easy to implement as possible
 Attendees of this webinar will get immediately actionable ideas on all the above topics as well as access to downloadable articles and whitepapers that provide data and further explanations of good practices and processes.

Bridge Design’s Director of User Experience, Diana Greenberg, and Design Science Principal and Founder, Steve Wilcox, will provide the core content of this webinar.

Some related items:
-These articles are from MDDI in May & July 2007 and outline Bridge's approach to designing medical UIs.
"Design Research Part 1: Creating Better User Interfaces"
-A workshop session on touchscreens from Design & Manufacturing Conference 2011 chaired by President of Bridge Design, Bill Evans.  

Some examples of our UI work:
  • Cozmo Insulin Pump: Sets the standard for ease-of-use in this category.
  • Solis
  • AcelRx NanoTab PCA .  This recently announced delivery system integrates RF tags and a small colored screen into a small delivery device that enables secure and safe drug delivery.  




Bridge Design to lead all day workshop about Touchscreen Interfaces

Bill Evans  |  Aug 24, 2011  |   Comments (0)  |   Trackbacks (0)  |   Permalink

If you are just beginning to think about using a touchscreen or if you already started down the path and want expert guidance, then visit us at this year’s Design & Manufacturing Midwest 2011 Conference on September 22 in Chicago. My colleague Diana Greenberg who heads Bridge’s User Experience practice and I will be leading this session. In it you'll get to understand the most crucial aspects of what you'll need to know to make the right decisions about the technology, design and development issues of bringing this great user experience to your customers. 

Also speaking is Steve Wilcox, Founder and Principal of Design Science, a Bridge partner who has worked with us on several occasions assisting with the Human Factors aspects of UIs.  He is speaking about Fitting Touch Screens to Your Users.

Bridge is also pleased that several other leading experts are working with us to make this a very informative session – see the conference agenda here for more details and the other speakers. 

The session runs on Thursday, September 22nd from 9 a.m. to 4 p.m., with a 2-hour break for lunch and networking. Join your colleagues and register today to gain new insights and practical information you can immediately apply to your job responsibilities!

Register by August 26th to get the early bird discount.  Click here for more registration details. 



A recent touch screen interface for ICU blood glucose monitoring developed by Bridge with IntelliDx.




If you are interested to learn more about Bridge's approach in creating highly usable UIs prior to this workshop, see this article Bridge wrote that outlines our approach. We've refined our process quite a bit since writing this article in 2007, but it does explain the basics and has some great information on smoothing the path of how your UI will undergo scrutiny with the FDA.


 

The Next 30 Years

Matt Presta  |  Jul 01, 2009  |   Comments (0)  |   Trackbacks (0)  |   Permalink
Bridge’s views on the future of medical design were featured in an article for this month’s edition of MD&DI Magazine. In the article, President Bill Evans discusses the rise of patient-centric design, using the Stork example we recently featured, and includes a few other important trends we’ve observed.


Above: photo from superDimesion website


Evans writes about the use of gaming industry technology to create new ways of guiding surgeons and interventionists to their quarry, with companies like SuperDimension leading the way. He also discusses our prediction that as electronic medical records (EMRs) become more widespread, there will be a greater possibility of smarter devices that will act independently according to the patient’s medical history, in addition to what the sensors are reading.

Click here to read the full article.

This article reflects Bridge’s more general approach to design thinking – we are always on the lookout for general trends in technology that will have a potential impact on medical product design.  Evans recently returned from a trip to the UK and noted a couple of trends in Europe that are slightly ahead of the U.S. that could eventually find their way into medical products.

First, an example with interesting potential in chronic disease management is a new cell phone-enabled technology on sale in the UK by O2 (a large carrier) called the Joggler. It’s a family-oriented “central” organizer (think a touch screen family calendar you keep on the fridge door). It is inexpensive and serves as a way of coordinating family activities by texting reminders to all family members and generally being a place to keep common family information.  It has a large touch screen, is video capable and is rumored to allow third-party apps to run on it.

Above: The Joggler

Imagine the power of this kind of network-connected appliance that is also connected to you personal cell phone or personal healthcare device in the future.  Applications could be created that become a central place for current information about your health to be stored, text reminders could be sent to your cell phone, your doctor could get monthly reports or be notified about exceptional events triggered by readings from your personal monitors.  When more of these personal health monitors (such as BG meters, pill containers, inhalers, etc.) start talking to each other, this could be a boon to managing chronic conditions such as diabetes, asthma or COPD, obesity etc. where a combination of monitoring compliance or reporting diagnostics could be more powerfully and transparently coordinated.  No need to worry about inputting it to your computer or even bothering to have an internet connection with difficult-to-set-up WiFi connectivity.  The always-on cell link could look after that.

Another interesting trend noted on the same UK trip was a way of making print advertisements more interactive that could have interesting medical applications.  Some innovative marketers have added 2D bar codes to their print ads that are readable with a regular cell phone camera.  The idea, seen on a Volvo car ad in the Guardian Newspaper, is that users snap an image of the small 2D bar code. Because of a previously-installed generic app, the phone knows where to send the bar code and the cell-phone user then gets a link to a video sent to them by return, in this case a video showing a Volvo ad.

What Bill found interesting about this idea is that if this technology takes off, it could become an interesting way of expanding the way in which people with various conditions monitor and manage their health. For instance, Advair inhaler users are supposed to note the exact day they open their inhaler package and stop using it after 30 days, due to its shelf life once opened. Who actually does this?

Instead, if the packaging had this bar code printed on it the user could just snap a photo and 30 days later, they’d get a text saying it was time to open a new one.  Imagine if all foods began carrying this bar code and it was linked via web site to help you manage calorie intake for dieting or carbohydrate intake for people with diabetes. How many users bother to read those obscure, icon-laden instructions for use (IFUs)?  What if the packaging for that complex device had this 2D barcode: the healthcare professionals could photograph it on their iPhone camera and then immediately see a short IFU video in their local language that shows them in better-animated terms how to correctly use it?

Bill put together a short list of directions for how to do this yourself:

First, download the free “scanbuy” app to your phone (we tested it on an iPhone but it’s also available to many other phones) from scanlife. You must have this app on your phone for it to work.

Next, aim your camera phone at one of the barcodes below on the computer screen. The first bar code will lead your phone web browser to the Bridge Design blog; the second one will lead to a video demonstration of how to use a product we designed, Cleo (you’ll need to click through on the video to run it). The bar code will work from print, computer, and television. Take a picture.

Above: Cleo video 2-D bar code

Bridge 2-D bar code

Did it take you to our website blog, or to the video? The possibilities are enormous — get on with applying it!


Stork Prenatal Portable Ultrasound

Matt Presta  |  Apr 06, 2009  |   Comments (0)  |   Trackbacks (0)  |   Permalink

From our vantage point of spending a great deal of time in the field and always working on the next great medical product that’s 2 to 5 years away from release, we have an interesting relationship to medical product design trends.  On the one hand we help establish the trends with the products we do. On other hand we observe changing cultural trends and incorporate those into our design thinking.

One of the larger trends we are seeing is that some of the thinking behind what makes a great consumer product is finding its way into forming medical products, especially those that are very patient-centric in their use.  Nowhere is this more obvious than in application specific products where we have an opportunity to design for a much more specific group of users, the product can be designed for a much better patient experience without the need to be all-things to all users like many of the general medical products out there.  To give an example of this trend and be able to show it now the Bridge ID team designed our interpretation of what an ultrasound device could be like in the near future.  Our press release below.

San Francisco – April 6, 2009 – Bridge Design, Inc. - Portability is the fastest growing segment in the ultrasound market. Imagine fast-forwarding a few years when technology becomes less expensive and more powerful and compact. What would a birthing-specific ultrasound, designed specifically for the mother–to-be, look like?San Francisco-based Bridge Design has come up with an innovative, mother-centric device that focuses on making the ultrasound experience pleasant and hassle-free. The Stork provides a number of features not yet on the market, including a second display so the mother won’t have to strain her neck to look at the screen. It also allows the mother to email electronic images directly to family and friends from the device instead of receiving paper printouts. Unlike the average ultrasound machine, the Stork is unintimidating, even playful, with a flip screen and basket-like portability which contains “cup holders” for probe and gel. The Stork’s color, materials, and finishes forgo the clinical white and gray palette for a much more soothing birthing experience.Bridge’s Director of Industrial Design, Matt Presta, who also happens to be a parent, explains:“Any mother who has had an ultrasound is familiar with the cart of equipment, probes, gels, screens, printouts, and everything else that comes with it. And although the experience is necessary for clinical reasons, many parents just want to see their baby. For years, Bridge has observed trends clearly pointing towards designing for the patient’s experience. Since we’re still a few years away from seeing the tipping point of the patient-centric trend in health care, we wanted to provide a glimpse into the future based on what we’re seeing happening in the industry.”It’s worth noting that although this device has not yet been manufactured it reflects a trend that Bridge sees growing, with more application-specific medical products likely to appear at healthcare facilities in the not-too-distant future. “As a given technology matures, its cost and size typically shrinks. This opens up exciting possibilities to those forward-thinking medical equipment manufacturers who understand that if you change your design thinking to be more user and patient-centric, then new market opportunities can be created. Addressing baseline functionality and reliability at low cost is not enough to stay ahead of the game in mature markets,” says Presta.

A description of services can be found at http://www.bridgedesign.com.  SOURCE Bridge Design, Inc.  Contact Matt Presta of Bridge Design, Inc. +1-415-487-7100, ext 300, mpresta@bridgedesign.com

Design Research Part 2: Refining User Interfaces

Bill Evans  |  Jul 12, 2007  |   Comments (0)  |   Trackbacks (0)  |   Permalink
Once a design team has a few ideas for a design, it’s important to get user feedback and translate it into the final UI specification.

New technology is the driving force behind many innovative medical products. But often, the opportunities created by technology also require increasingly sophisticated user interfaces (UIs). This challenges the design team to create the most usable product possible. This is the second of a two-part article that explains how a creative process driven by design research is critical to product usability. This approach can apply to ergonomic challenges, such as establishing the best handpiece for a new surgical tool. However, this article focuses on graphical UI challenges. The first article, published in the May issue of MD&DI, described how to conduct the initial part of the design research and how to use what is learned as a stimulus to create a number of ideas.  The next step is to take these ideas back into the field and turn the feedback into the final UI specification. It is also necessary to consider FDA requirements for research and documentation for good human factors design.

Taking Concepts Back to Users
The lessons that can be learned from taking the preliminary ideas back out in the field are somewhat unpredictable. However, learning about the unpredictability is the point.  

Product developers who are immersed in the intricacies of their new product ideas like to think they have a good gut feeling of what users will prefer.  Users, of course, often see it differently and have a way of surprising designers.  It’s much better to discover these differences early, with inexpensively produced mock-ups, storyboards, and interactive demos, than to take ill-conceived ideas all the way through to commercialization.

Mike Higgins, PhD, senior director of program management at Pelikan Technologies (Palo Alto, CA), recently managed a project to create a UI for a handheld patient-monitoring device that uses his company’s novel blood sampling and measurement techniques.  “We employed user research to make design decisions that are based on data rather than on opinion,” he says. “User research allowed us to measure the fit between design alternatives.” And what he learned in the field brought some surprises. “Our chief design goal was simplicity. The surprising finding of our user research is that what we thought was a simple user flow was not always the case.” He believes that if the company had not conducted user studies, the device would have been safe—but usability problems wouldnot have been discovered until the device was in the marketplace.

There are strategies to structure the feedback-gathering exercise so that it elicits some of the more subtle responses. Let’s say some kind of patient monitor is being developed. Its main function is displaying instantaneously the value of vital signs. New technology has created an opportunity to add value to the way the information is presented.  For instance, trending, event logging, or sophisticated signal processing could all be used to present data that could improve patient care to healthcare professionals. Before they actually see the concepts, users may say that trending is of low interest. But when users see what the trending looks like on a mock-up and realize that new ways have been created to analyze the data, they may change their priorities.  They may be able to revise how they would interact with the product if it had this feature. Of course, the research may also show that features that seemed like good ideas to a development team do not appeal to users.  

A typical UI test setup consists of a laptop and two video cameras. One captures the general view of the userand facilitator, and the other looks over the shoulder of the users as they attempt to navigate the UI. After a brief, nonleading introduction to explain the context of the product being tested, the UI interaction can begin. (It is also a good idea to use the introduction to probe users about what is on their minds as they carry out the therapeutic or diagnostic routine.)

As described in the previous article, it is best to create two sets of props on which users can comment. A functioning,interactive mock-up can be created that will run on a laptop computer.  It focuses on the interaction design aspects of the interface (button presses are usually replaced with mouse clicks).  Typically, this UI mock-up is presented larger than full size, so that users can focus on functionality rather than legibility. Doing so also makes the buttons larger and, therefore, easier to press with a mouse. A second prop consists of a few sample screens that are presented at the final intended size, either on a handheld product like a PDA or on a laptop. These screens should have a more refined visual design to enable feedback on the appearance of the display; however, they should not be interactive.

Using the first prop, tell users only basic information, such as how to press buttons with the computer mouse rather than with their fingers, and see how they do when they try it. Initially, say nothing. See how far they get and note their comments. Ask them to report what they are looking at before or after important transitions in the UI.  Ask them to report the on-screen data or what the screen is showing, for example.  As they explore more, ask them to execute tasks such as finding the hourly trend graph or setting an alarm condition. These questions will quickly reveal how well or poorly the interaction is working.

Once the interactive portion of the test is completed, show users a morerefined visual design of the UI at full size. Again, listen for comments and observe before prompting the users about the specifics of what they are looking at.

Because more than one idea will be shown to users, it is important to vary the order in which examples are shown. When users are naive about the UI, first impressions are critical. Try to show each UI example first an equal number of times to the various subgroups of potential users. Do not just randomly mix the starting idea. 

The ideas shown should span a wide variety of possibilities, and the observers should watch how users respond. Prepare to be surprised and to listen hard when it does not go the way you expected. Rhall Pope, vice president of R&D at Smiths Medical (St. Paul, MN) has learned to expect the unexpected on UI development projects. “Some of the more advanced ideas we have shown proved difficult for our potential customers to connect with,” he explains. “You try to probe further to find out why a feature that looked like it was addressing one of their articulated desires is not connecting."  

Acting on the Feedback 
When a team reconvenes to consider what it has learned, it will usually find that one of the concepts has quickly risen to the top. But often the others have aspects worthy of inclusion. For instance, one of the interaction designs may have been the best received, but users may have preferred a different emphasis or order of information shown. The visual designs that were reviewed may have a clear favorite. But the review may also have shown which visual elements were communicative, which were confusing, or which were disliked for aesthetic reasons. It is also likely that examining how users navigated through the UI (unprompted by the facilitator) will expose places where it is not working well. From all these qualitative data come clear directives that can be passed along to a smaller subset of the team that will refine the chosen UI concept.  

The interaction design and visual design must be refined together. When combined well, the UI may not really require a user manual (although one will, ofcourse, have to be created). UI designer Brad Rhodes, principal of EudesCo, a visual communications firm based in San Francisco, notes, “Either a user understands how to use a product prima facie or learns through doing and interacting with it. The visual design should facilitate this learning either way.”  

Depending on how much a final concept varies from an initial one, it may be wise to take an interactive version of the final concept back into the field before software coding begins in earnest. This UI test might go to a more limited number of users, such as a particular subgroup of the original group that found the first concepts harder to understand.

UI Refinement and Full Specification Creation

The final specification to pass to the software team should chart the user flow diagrams. These diagrams describe the interaction and how the visual and sound assets fit into them. It is usually a fairly lengthy document. It should be illustrated heavily with the intended graphics, rather than simply referencing a long list of graphic files.  If possible, a final interactive demo should be created; it does not need to cover the entire system flow—it should just give a flavor of the UI. Such a demo can be useful to show senior management to get sign-off on the chosen UI. In addition, expect to continue designing even during the final specification documentation phase. “There are always some surprises late in the process as you are figuring out all of the little details,” says Rhodes.  “Assuming the designers have done their job well creating a visual language, the refinements or variations should come easily. It’s just a matter of extending or applying the language further to meet the need.”

A Sample UI Development
What follows is a UI development plan that takes into account FDA requirements for UI development. It focuses on tasks and challenges faced in the early stages of development. These stages begin prior to concept creation; span concept creation, development, and testing; and continue through concept refinement.

Prior to Concept Creation.  Before you create actual interface concepts, stand back from the product. Bring in someone familiar with the clinical issues.  That person should consider not just the obvious intended use, but also possible errors, their potential effects, and suggested ways to mitigate them.  This can be done before a button layout or even a display type is chosen. This big-picture view of possible hazards will help point out traps to avoid later.

This is also the stage at which immersing the team in the environment and concerns of the users is invaluable.  Doing so can help the team catch some of the subtler errors that might otherwise only be exposed very close to market release. For example, a product may display a vital-sign parameter for use in an ERenvironment. Taken on its own, a design team may not have considered the color of certain data important (notwithstanding the usual concerns about red, green, and amber).  The design research may have exposed that the equipment is likely to be used in conjunction with other vital-sign monitors. Confusion could arise if a monitor from some other medical device typically displays a number similar in value to yours in, for example, the color yellow. And confusion between these values might lead to a bad clinical decision. This concern could be logged into an early hazard analysis, alerting the team to this potential confusion and suggesting that the concepts aim to mitigate it.

Another common concern is the location and shape of on-off switches in relation to start-stop functions on a product. The start-stop function may relate strongly to a programming screen. Meanwhile, the on-off switch may be considered a must-have requirement that does not relate to the display. But if a user confuses these two buttons, perhaps because of proximity or ambiguous legends, then an error could occur. For example, the final button press on a UI might be to initiate the dosing of a lifesaving drug with the start-stop button, saying “Press start to begin treatment” onscreen. A nurse less familiar with the device might mistakenly press the on-off button to start the treatment, toggling the pump off.  Distracted by another emergency, the nurse might fail to notice the screen asking for confirmation to turn off the pump, and walk away from the device leaving the pump, the dose, and the patient hanging. Devices have been recalled from the market as a direct result of simple button-placement errors like this. Once the design team understands this possibility, it is much easier to design around it to minimize the likelihood of errors.

Concept Development. During the concept development phase, focus on hazard mitigation. The customer requirement goals and the desire to make the UI as intuitive as possible are pressing concerns at this stage. In addition, the team should consider specifically how it will mitigate the issues exposed by preliminary review of potential errors.  Also, plan the props that will be used in initial field testing to give a better understanding of how well the mitigation strategies are working.

Preliminary Concept Testing.

The design research approach recommends taking two or three concepts out to potential users to elicit feedback. It is not necessary to exhaustively test every button press or draw up a detailed failure modes and effects analysis (FMEA) of these concepts. This is the beginning of a discovery process that has many checks and balances built into it. The goal in early concept testing is to catch the large potential errors and establish which UI works best for potential customers. However, it is important to test the parts of the UI for which the team has identified potential hazards and see whether the approaches to mitigation are working. Using the example cited earlier of the color of the display, the team may test the concepts as follows.

Expose users to a data display of various colors that are deliberately different from other equipment. Note how accurately the numbers are read. After an initial response, the facilitator might show the subjects examples of numeric displays on the test UI in scenarios adjacent to other equipment. (In that case, it is suspected there may be an ambiguity.) Again, take note of how accurately the numbers are read and of any user comments. Finally, the facilitator might ask the users whether there was a possibility of confusing the test product’s data display with any other equipment. Note that this leading question should be left until last to avoid biasing the earlier tests.

It’s also important to note that once the UI is fully implemented on the final product, it must be demonstrated that real users are able to perform tasks safely as intended in a working environment that simulates the real thing. In preliminary testing, as few as six users of a particular kind (e.g., doctors, nurses, elderly or young patients, etc.) will give an excellent sense of how the UI is working. However, a statistically significant number of users will have to be tested in the premarket validation studies (20–50 or more, depending on the product). In those studies, the UI will be tested on the actual product rather than on a simulation.

From FDA’s perspective, the analysis and preliminary testing that are done in design research are early forms of verification.  FDA defines verification as “confirmation by examination and provision of objective evidence that specified requirements have been fulfilled.”  In other words, the UI must be analyzed based on previous experience of what makes for a good interface in the use environment. (This is sometimes referred to as a heuristic analysis.) From this initial verification work, the development team will be in a good position to choose the best concept.

Choosing the Concept to Refine. Review the field test findings in parallel with the team’s early hazard analysis.  From the findings, it is possible to judge which interface approach is most intuitive and helpful to users, as well as which deals with potential errors best. However, the more usable interface still may not address all the errors that have been identified. Before choosing a concept to refine, try to resolve those issues, advises Robert North, PhD. North is chief scientist of Human Centered Strategies (Colorado Springs, CO). “It may be that preliminary testing or early prototype concepts do not adequately demonstrate that you’re going inthe right direction, or the risk analysis may show a remaining problem area regarding potential use error,” he says. In those cases, a team should resolve those issues in simple early concept models before launching the software development process.

The more serious potential problems may need further design iterations before moving on. If less-serious issues remain unsolved, the team can still move the project forward to refinement with the understanding that it still has some potential errors. The important thing is to log these hazards, create a plan for how they will be mitigated, and test those mitigations as the project moves forward. For example, testing may have shown that one of the concepts was the strongest in terms of usability, but that deeper into its layers of interaction, users had some problems setting and understanding some alarm conditions. The team cannot solve everything all at once. “Knowing where you’re heading in terms of increasingly tighter and tighter validation is good,” North notes. “Just remember to keep the analysis at an appropriate level for where you are in the conceptualization process."

Overview of the Remaining Stages.  Once the team completes the design specification, considering risk management as well as usability, the actual product software is written. The software should combine the human interaction flows and the visual assets into a working UI. Once integrated, the product can move to more-specific usability testing.  Such testing is governed by maturing design-control documentation that includes detailed FMEAs and a rigorous task-analysis process. “This involves documenting the user steps through the UI, whether normal or emergency interactions, that dig as deep into the interaction as the team sees as relevant to this analysis,” explains North. “For every action in the task analysis, even if it is not something you observe, use errors should be postulated as ‘what-if’ statements regarding the inability of the user to sense and process information or carry out an action.”

Next, a plan should be devised that will test the UI generally and probe for potential errors uncovered in the task analysis. The tests should be performed in as close to a real-world situation as possible. This testing will almost always expose design issues; they cannot all be eliminated. FDA allows for many ways to mitigate such issues, including labeling, user training, or simply tracking actual occurrences after market launch. The method chosen depends on the severity of the error and the ease with which an error can be designed out (rather than being mitigated).

The key to meeting FDA requirements is to have a good process. “The scenario you are trying to avoid is having a device go to market and without all the use errors being identified, or having a process for doing so,” says North. Then, if the device causes harm to a patient because of use error, FDA will ask to see the process by which the design team might have identified this error. And if you can’t show the agency your process, your process will be in question, he says.

Conclusion

The least expensive time to design quality into and errors out of a product is during the early concept generation stages. The simulation tools and design research method described in this article are a cost-effective and quick way to start a UI project on the right footing, before software coding begins in earnest. The key to this approach is not just about listening to users. Rather it’s about how a development team creatively incorporates users into the design innovation process. Users will not tell you how to create the next generation medical UI. The process is not going to be purely scientific—you still have to rely on your experience and knowledge.



Reference
1. Code of Federal Regulations, 21 CFR 820.3. 

Design Research Part 1: Creating Better User Interfaces

Bill Evans  |  May 29, 2007  |   Comments (0)  |   Trackbacks (0)  |   Permalink

Successful medical device OEMs recognize the importance of an early and extensive partnership with potential end-users.

As the potential of the technology that goes into medical pro ducts grows, so does the need for product design features that make them accessible to users. 

The drop in cost of both processing power and high-resolution color screens, for example, means they are finding their way into many areas of healthcare. At the same time, the typical medical device user in the developed world is routinely exposed to sophisticated consumer user interfaces (UIs).  Products like Ti Vo, iPods, cell phones, Apple computers, and Microsoft Windows have raised the bar in terms of consumer expectations. Consumers now have an idea of how easy it can be to interact with a piece of complex technology.

The consumer devices mentioned h e re have been designed for a broad user base—from ages 8 to 80 is a common goal. But medical products are usually designed with a specific group or groups of users in mind. How can product development teams design UIs that really resonate with their particular customers? A truly great UI allows a user to more effectively exploit all the sophisticated features the design team slaved over to give the product a competitive advantage. An intuitive UI matches a user’s mental model of what they need to do to operate the device with how the device actually works.

Manufacturers can use design res e a rch to create better UIs. This article addresses how to conduct the early research and create concept UIs. The second part will explain the process of taking these concepts back out to users. It will also address how development teams can lay the foundation to meet FDA requirements for usability and good human factors design and the validation process.

What is Design Research?
Design re s e a rch is a kind of market re s e a rch that leads to the specification of the product design, and it is performed by a design team. Rather than passive data collection, design research entails an iterative process of criticism and refinement. An initial discovery period searches for design issues out in the field. Next, potential solutions are brainstormed, and finally the design team re t u rns to the field.

It is important that the design team partners with users. More- traditional forms of market research, such as large-scale quantitative methods, may help a manufacturer choose areas that a re ripe for new product development. But design research will help OEMs create a market-winning UI.

Not Your Usual FocusGroup Research
The early discovery phase must bedone carefully, with a focus on gathering qualitative data. It’s important not to become a slave to the numbers, nor to fall into the trap that is set by many a focus group session. Potential customers are notoriously good at commenting on what has been and are poor at seeing what could be. A major challenge facing any device firm aiming for a better product is how to listen for what customers really want in a nextgeneration product.

Rhall Pope, vice president of R&D at Smiths Medical (St. Paul, MN) faced this dilemma when Smiths decided to enter the insulin pump market as a newcomer in 2002. “Because users of existing products are familiar with the way those products work, it is very hard for them to tell you what they want, unless you change the whole framework of how you ask the questions,” he explains. “In most cases, they have a hard time thinking the product can even be different.  So what early design research does is help the team to think outside an existing product model or market perception of what a product should do.” Rather, he says, it uncovers the value of the product to the end-user.

When Pope’s team was developing Smiths’ new insulin pump, design research uncovered several alternative user interface approaches. Each of these approaches could have essentially become the personality of the product and shaped the way it served the user. The design research performed by Smiths helped to categorize which features and functions users considered valuable. “We brainstormed the product concepts and took them back out to potential customers.  We showed them things that they would not even have thought about had they not been able to see them. Therein lay the value of this approach.”

Getting Into Users’Future Mind-Set
This first part of the design research process is often just about listening, observing, and trying to become one with the way customers think. This phase can be as sophisticated as ethnographic research. But it can also be as simple as sending the design team out to visit working environments, walk trade shows, and attend conferences of potential users. Observation, structured interviews, group discussions, and casual chats may all play a part in helping the design team think like a user.

Consider a surgical product that has a UI on the control console. The product’s development team is probably already in contact with the clinical trial participants. But they may also want to tour several regions of the country to observe similar procedures done by surgeons at different skill and experience levels. Doing so will be very revealing about broader market acceptance. It is often helpful to have prepared some simple story boards to explain what the company is trying to do with a new product and its UI. But at this early stage, it is best to keep the ideas conceptual to keep feedback broad. Listen to opinions and influence them as little as possible. Try to chat with users in their workplace, which offers important contextual information.

It is wise to spread the net wide to gather feedback on future trends. It is also important to understand how a p roduct fits into the overall therapy or diagnostic framework of hospital, office, or home environments. For instance, consider a product that delivers a drug therapy in the hospital ward.  Nurses may actually program it, but it fits into a system that involves pharmacists, doctors, biomedical engineers who service it, and the broader policies of the hospital administration and IT departments.

All these stakeholders may be willing to discuss new product ideas and Smiths’ insulin pump was created by talking with diabetics and their families and clinicians about what it is like to live with diabetes. This re s e a rch revealed that the best insulin pump UI was likely to have features and use terms specifically tailored to what was uppermost in the mind of a diabetic when considering blood sugar therapy. However, it must also have features that make managing the disease fit into a diabetic lifestyle. To that end, the pump has a menu that includes items like pizza as a part of the programming routine (along with other programmable features such as swimming, walking, sleeping in late, etc.). grecount their woes in using existing products. They will be even more inclined to talk if the team makes it clear that they are listening, not selling. Meet with each group separately to avoid internal politics from obscuring the tru t h.  If the team suspects that required practices are not always followed, followup any obfuscation with gentle, nonjudgmental queries to find out what is really done.

Patients who might use a device everyday are also often willing to talk. If thorough ethnographic work is not possible, consider employing simple techniques such as sending out diaries and disposable cameras a month ahead of an interview. When collected, such information provides a window into how a device fits into patients’ lives.

Team members should not be lulled into thinking that because their company has been designing products in a particular medical area for 20 years that they understand their customers.  Push customer contact all the way down into the design team. Send younger or new team members out with some of the old hands.  Mix it up, and the results will be surprising and edifying.

Smiths's insulin pump was created by talking with diabetics and their families and clinicians about what it is to live with diabetes.  The research revealed that the best insulin pump UI was likely to have features and use terms specifically tailored to what was uppermost to the mind of a diabetic when considering blood sugar therapy.  However, it must also have features that make managing the disease fit into a diabetic lifestyle.  To that end, the pump has a menu that include items like pizza as a part of the programming routine (along with other programmable features such as swimming, walking,  sleeping in late, etc).

Concept Generation
Concept generation begins with digesting the results of earlier field observations and brainstorming ideas for the new UI. The team may meet to discuss user requirements and attempt to reach a consensus on ranking them, since trade-offs are often inevitable in design.1 It may be helpful to find UI examples on existing products that epitomize what the team either strongly wants or does not want in the final product. Ask team members to bring their favorite UI examples to a brainstorming session. These need not be medical, or even have a screen and buttons.  If possible, borrow or buy examples, as it is best for the team to actually experience the UI. If this is not possible, use images from the Internet or sales literature to explain the ideas.  From these samples, a good debate usually flows: one person’s simple is another’s confusing.

UI designer Brad Rhodes, principal of EudesCo (San Francisco), a visual communications firm, explains that users’ understanding of an interface is driven by five elements of involvement that all act in concert. According to Rhodes, the elements include the physical shape of the product and the feel of the controls (feedback, texture , etc.). Also included are the on-screen visual design and the interaction as they step through the process onscreen.  Finally, any other nonscreen driven feedback, like force response, sounds, or other indicator lights or legends, are included.

Given the interrelation between features, it is best to brief the team well on the UI’s objectives. However, consider having a number of people work outside the actual brainstorming session to create loose concepts for the group to consider. UI concepts are generally hard to sum up in the simple one-page sketches or snappy one-line descriptions typically generated in brainstorm sessions. A UI has to work on many levels and must have a coherent architecture. A UI is not just a screen-and-button layout. Rather, there must be a cognitive underpinning to the user interaction.

Create Concepts for Review
The goal of this phase is to create increasingly mature UI simulations. It should culminate with two or three different UI examples that end-users can test by actually playing with the simulations with as little intervention from a facilitator as possible. A number of tools can help teams convey the essence of the UI and highlight the most important aspects of the interaction experience.

Microsoft’s PowerPoint or other slide show software provides a way to create story b o a rds with apparent interactivity for internal review before committing to fully interactive demos.  Adobe Flash is a fast prototyping tool well suited to bringing concepts to life with button presses and changing graphics. Existing consumer handheld products (PDAs, iPods, etc.) can display screens via JPG or TIF graphics formats. This allows users to see the interface at its actual size. The images on the handheld should not be interactive; it does not usually produce a usable simulation. Instead, aim to show an interactive demonstration on a larg e - s c reen laptop with simulated buttons shown graphically around the display in the manner intended on the real product. Choose a screen size that allows users to focus on understanding the interaction between the elements without having to strain their vision or imagination. Even technophobic elderly patients usually manage to navigate their way around these kinds of demos using a mouse instead of pressing actual keys. It is also much easier to create the simulation this way.

It is important to understand the difference between the roles of two apparently similar graphical elements of UI design: interaction and visual design. 

In the context of medical UIs, the interaction design governs how a user is able to move through the interface. If steps must be performed—for example, to deliver a therapy by setting up parameters or to carry out a diagnostic test at the correct time—then the way a product’s UI moves a user through these steps is the interaction design. An interface should leave users feeling in charge of the product and should enable them to move efficiently through the steps. Successful UIs usually can do so because their interaction design requires the least amount of thinking, learning, and remembering to use. This is referred to as cognitive processing.  

Interaction design may include metaphors to assist understanding (e.g., syringe or battery icons) or use pictures, animations, sounds, or speech to guide users to the goal. Many of these interaction elements are graphical.  It is possible to treat them with different visual design approaches yet still have the same underlying interaction design. Given that ultimately the interaction and visual design merge in the users’ minds to create the user experience, it is hard to separate them.  In fact, the metaphors in some interaction designs re q u i re strong visual design to make them work effectively. For early concept testing, the interactive demonstrations should focus on several diff e rent approaches to interaction design, with minimal visual design to convey the intention. These relatively sparse UIs are sometimes referred to as wireframes.

To present the visual design, a few sample screens should be worked up from each of the interaction concepts as finished-looking screens.  These screens can then be shown on the most appropriate platform at full size.  If the product will be handheld, show the screens on a PDA screen. Allow users to move the PDA around to examine how the screens look, just as they would on the real product.  If the screens are significantly larger, use a laptop or liquid-crystal display. If resources allow, explore several different approaches to the visual design of the various interface examples and see how users react. Only a few screens need to be visually designed to see how users react. If these were combined on the interactive demo, many screens would have to be visually refined.

Limitations and Opportunities of Software Development Tools 
Writing software that will pass muster with FDA is a lengthy exercise.  Writing software for UIs that have been poorly designed in relation to the hardware and software development tools takes even longer. Although it is beneficial to enter into design research with a good idea of the target hardware and software environments, they should not overly restrict the team.  The goal of design research is to find out what will make a product usable and appealing. Too many restrictions early on will limit opportunities.  Consider showing black-and-white and color versions, and review graphically rich animated options alongside simpler concepts. Explore all kinds of trade-offs and be prepared to be surprised.

Research Subjects and Field Trip Preparations
While the team is preparing the props to take to users, someone needs to organize and recruit subjects for a field trip in which the concepts will be tested.  If the U.S. market is the target, make sure that at least three geographically and culturally different regions are chosen. Obviously, if other regions of the world are important, include them. The good news is that relatively few users from each subgroup are needed to see how well the UI is working; a group of six people is usually sufficient. If any more people are involved, the returns diminish.

It is critical to think carefully about what constitutes a subgroup. If the product is surgical, the group should consist of more than just surgeons.  The subgroups might be high throughout practitioners, lower volume thought leaders, and occasional users. With consumers, categories might be based on age or familiarity with similar technology or treatments, such as regular versus infrequent computer users, or potential versus experienced treatment users. These illustrations show examples of screen shots of wireframes and visual designs of the same hypothetical medical diagnostic product. Test, data history, and adjustment functions are shown. The input device is shown at the top right of the figure is a commonly used five-way direction pad (typically known as a d-pad).  This is a tool the design team might use internally to explain the idea.  It is not intended to be shown to users.  It allows users to navigate through the functions.  Generally, wireframes are made to be interactive and have intentionally simplified graphics.  They are often shown to users at sizes larger than intended on the product. A large size enables users to focus on interaction rather than legibility.  The visual designs show an example of how the UI can be given a specific visual design. This can be shown to users with static screens, preferably at the intended final size on the product. It is shown after the users have tried to navigate through the wireframe version.  Only a few visual design sample screens are needed to get the point across about how the UI could look on the final product.  Usually, two or three different visual designs are shown for each wireframe concept. This helps the design researchers understand which UI looks best and is understood best by users.

Conclusion
This article lays out the beginnings of the structured process for better understanding users and creating compelling UIs. The second part of the article will look at how to take these ideas back out to the field and turn the lessons from the feedback into the final UI specification. It is also about how to work the research and documentation into the FDA requirements for good human factors design.

The success of design research often comes from the significant involvement of many different team members in the field research that leads to some serendipitous realizations and breakthroughs. Getting out into the field as a small group can inspire vigorous debates based on new insights that day. This often leads to completely new ways of thinking about the problem.

For consumer UIs, improved usability has led to successful products. This result is likely to be re p roduced in the medical arena in the next decade. The specialized nature of the products designed for the medical market means that OEMs have an opportunity to design their UIs to very specifically match the expectations of their users, even the first time they use a product. This will lead to some exciting opportunities for companies that take the time to understand their users. For users, it will mean spending more time focusing on the patients’ needs instead of puzzling over prosaic programming.


Reference
1. Bill Evans and Jonathan Wyler, “Beyond Brainstorming” (Parts 1 and 2), Medical Device & Diagnostic Industry 26, nos. 9 and 10 (2004). ■