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Mobile App Design

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My contributions


UI/UX Designer and researcher, designing a mobile app for MedMinder from conception to final prototype


Competitor analysis

Wire-framing: Paper and Digital

Low-fidelity wireframes and prototypes

High-fidelity layouts

Determining information architecture

User Interface Design

Accounting for accessibility

Usability testing and validation/project information


UX Design



MedMinder is an app that was designed to help people remember to take their medication on time. The typical user is between 20-80 years old, and most users are adults who occasionally forget to take their medication.

I was diagnosed with thyroid cancer when I was 25. Thankfully, I can say today that I am cancer-free! However, due to having my thyroid partially removed, I need to take medication the rest of my life. There have been times when I have came close to forgetting to take my medication, which is how I came up with the idea for MedMinder. 


MedMinder will help people of all ages, sending them a notification when it is time to take their medicine. MedMinder also allows users to type in the dose of their medication and therefore when they are notified, they know what medication to take and how much of it to take. 

May - July 2023


Figma, Photoshop

The Process

In order to best cater my designs to my targeted users, I utilized the Design Thinking methodology. This approach, formulated by the Hasso Plattner Institute of Design at Stanford University, helps UX designers address complex problems by understanding the users needs. 

The process all starts with empathizing with users, followed by defining the problem that needs to be solved, ideating, prototyping, and testing. 

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Problem Statement

As of January 2023, the number of U.S. adults who report taking at least one prescription medication per day is now 70%. To date there is not a free, simple app that reminds users to take their medication on time without making them input other specifics such as medical records, insurance, pharmacy, etc. 

The goal

The goal for this project is to create a user-friendly app to help adults of all ages remember to take their medication on time, in the correct dosage. It is especially important that this app is simple to use, given that there is such a wide age range that will most likely be using this app. 


Competitive Analysis

The initial step in my research was to understand successful patterns in other medication reminder apps and identify missing gaps. I explored 8 different apps and analyzed the good and bad of each competitor, and found a few major gaps. They were lacking negative space and were very text heavy, which is hard for some users. Another gap was that none of them did only one job: notifying users when to take their medication. They all had other elements to them as well, which users needed to fill out to use the app. Most of the apps were not free either, and if they were free, they had ads, which might be a pain point for users.

User Interviews

In the empathize stage, I created interview questions and conducted interviews with 7 participants of various ages, all who take medication. It was important for me to also interview users who had never used an app on a cell phone before.

The ages of the participants were between 20-80 years old. 

3/7 participants had tried medication reminder applications before.

Some of the questions were personal, so I made sure to let my participants know that they could decide not to answer at any time.

User Interviews: 

7 people interviewed
15 minutes each
Initial Questions
  • How many times a day do you take medication? 

  • Have you ever forgotten to take your medication before? If so, how many times have you forgotten to take your medication?

  • Have you ever tried a medication reminder app? If so, do you still use it? If not, why do you not use it anymore?

  • If you had a seamless, simple medication reminder app, would that make you feel more secure in taking your medication on time?


User Findings

I synthesized my findings from the interviews under the 4 main categories below in order to create a more solid frame and foundation for my designs moving forward.

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For this step it was important for me to gain an understanding from users who had tried medication reminder apps before but no longer use them, and learn from why they quit using the app, so that I did not make the same mistakes in my designs.

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Understanding the User

User Interviews

In the define stage I conducted thorough user research, including developing personas, user stories, and user journey maps. 

Synthesizing the data from the interviews, I was able to create two distinct user personas and and their pain points.  This helped me to write definitive problem statements, and formulate their user journeys as they navigate the app and website. 


This new understanding allowed me to recognize roadblocks and pain points to correct, and thus improved my designs.

Persona #1

Problem Statement

Rose is a teacher who has to take medication throughout the busy school day. She needs a user-friendly app that simplifies medication management and provides personalized reminders so that she can care for herself along with her students. 

Rose MM.png

Persona #2

Problem Statement

Milo is a retired military officer who needs a simple, easy-to-use app that notifies him when to take his medication so that he doesn't have to bother with the app too much, and can just add in the medication dosage and time to take it.

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Crazy Eights & "How Might We" exercises

Identify gaps and opportunities

  • How might we design an app to remind users to take their medication that is simple and easy to use? 

  • How might we design an app for medication reminders that provides a more personalized experience for the user?

Ideas generated with Crazy Eights Design Sprint

  • Make the app as simple as possible with a lot of white space. According to user interviews, simplicity is key and all users wanted was an app to remind them to take their medication and the correct dosage to take.  

  • Provide a clear confirmation page for users so that they know that they have successfully added all of their medications.


Crazy 8's is a core Design Sprint method. It is a fast sketching exercise that challenges designers to sketch eight distinct ideas in eight minutes.

Design Flow

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Information Architecture

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Paper Wireframes

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Digital Low- Fidelity Wireframes

During user interviews, I discovered that it was crucial to the user's experience to create a simple, user-friendly app which does not require users to complete a long onboarding process before they get to the main point of the app which is adding their medication. Therefore I made sure that the onboarding process for MedMinder was simple, all it requires users to do is sign up by using their email and creating a password. It doesn't ask users to pay for the app, and doesn't ask them any insurance questions. 

It was also very important for users to be able to add more than one intake time per medication, which users are able to do on the MedMinder app. 

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Low Fidelity Prototype

This low-fidelity prototype, built in Figma, connects 14 wireframes. There is the main user flow of adding a treatment schedule and inputting medication details, but if users click on the hamburger menu they will also be given the option to view their account profile, change notification settings, and log out. 

Simplicity was key in my designs, as I kept in mind that I wanted these designs to be accessible for all. In addition, each screen is also able to be read by screen readers.  


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Usability Study

Before conducting my usability study of the MedMinder app, I carefully drew up a UX Research study plan which included my research questions, KPI's, and methodology. As I found out through user interviews, the simpler my designs, the better. Therefore, it was crucial for me to find out how easy it was for users to navigate the app, determine if there were any parts where users were getting stuck, and learn from the user's click path. 

Research Questions: 

  1. How long does it take for a user to create an account on the MedMinder app? 

  2. How long does it take for a user to add a medication to their treatment schedule on the MedMinder app? 

  3. Are there any parts where the user is getting stuck? 

  4. What can I learn from the steps that the users took to add a medication to the MedMinder app? 

Key Performance Indicators: 

  1. Time on Task: measure the time it took for users to add a medication to their treatment schedule on the MedMinder app. 

  2. System Usability Scale: A questionnaire to evaluate user feedback.

  3. Conversion rates (measure the percentage of users who successfully added a medication to their treatment plan.)

  4. User error rates (target problem areas that need improvement to refine the ideal user flow through prototype.)


  • Unmoderated usability study

  • Location: United States, remote 

  • Date: Sessions took place on May 28th, 2023 and May 29th, 2023 

  • Five participants 

  • Each session will last 15 minutes and it will include an introduction, a list of tasks, and a questionnaire on their experience. 

Usability Study: Findings


1/5 participants brought up the recommendation that when they are on the "account" tab, there should be a way to delete any medications that user is no longer taking. 


4/5 participants brought up the recommendation that when they are on the "account" tab, there should be a way to add new medications. 


3/5 participants recommended adding a "notification style" button, so that there were multiple ways users could be notified on their phone to take their medication.

The Outcome: Refining the Design 

After the testing stage, I went back to the proverbial drawing board to refine my designs. I made specific changes to my account profile screens as well as notification screen, keeping in mind that simplicity is key.

I was delighted that all of my participants were able to successfully navigate the app and add a medication to their treatment plan without my assistance.

At this point I was able to focus on my favorite part of the UX design process: choosing colors, fonts, and images to include in my mockups! While editing my low-fidelity designs, I also made sure to take into account accessibility considerations. 


This section shows examples of changes in screen designs as well as my polished high-fidelity mockups. 

Mockups: Low Fidelity to High Fidelity

In my usability study, one participant recommended that I add a "Delete" button next to their medication listings, in case the user is able to stop taking the medication and does not need to be on it indefinitely. 

A second recommendation was to include another "Add medication" button on the account screen. While the users were able to access an "Add medication" button while on a different screen navigating the main user flow, it was a great idea to add a second button on the account screen.

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Mockups: Low Fidelity to High Fidelity

3/5 participants in my usability study had the great recommendation to add a "Notification Style" button in my Notification Settings screen. This way, users are able to personalize how they want to be notified. Some users may only want to be notified with sounds, some may want a banner, some may want badges. This creates a more personalized experience for the user. 

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Key Mockups for MedMinder

In the beginning of my research, I conducted interviews with two groups of people: people who had tried other medication reminder apps before, and people who had not, but would like to try. It was extremely important for me to keep in mind the user pain points of participants who had tried other medication reminder apps before, and quit using them. 

I found that many participants had struggled in the past with how text-heavy medication reminder apps are. This was my motivation to keep my designs simple and user-friendly. Many participants also shared with me that some medication reminder apps made them type in a lot of information before creating an account. This was my motivation for giving the user only one task in their onboarding process: simply sign up with their email. 

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High Fidelity Prototype

This high-fidelity prototype, built in Figma, contains screens for on-boarding/ signing in, then it directs users into adding a medication to begin their treatment plan. As they move through the user flow, there is a hamburger menu icon on the top right of each screen. If they click on the hamburger menu, they are given 3 options. They can view their account profile, personalize their notification settings, or log out. 

Due to every screen throughout the main user flow including a hamburger menu icon, there was a flyout screen necessary for each screen (the flyout screens are below in blue).  

In total, my fully-functioning prototype contains 25 screens.

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Prototype in Motion

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Accessibility Considerations


I used WebAIM to check the contrast in my designs. The contrast ratio meets the WCAG guidelines for accessible designs.


I have included clear labels for interactive elements that can be read by screen readers.

Going Forward 

In the final stage of my case study, I explored the takeaways and next steps of my project, considering what I have learned and what I could improve on going forward.


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The feedback I have received from my usability study and my high-fidelity prototype has been positive. They show that the design of this app is usable and meets the user's needs.

A quote from participant feedback:

"The best medication reminder app so far! Simple and straight to the point. I don't consider myself tech savvy, but anyone could figure out how to use this app!"

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What I learned:

While designing the MedMinder app, I learned that user research and usability studies play an invaluable role in the UX process. Based on the influence of user interviews, peer reviews from my Google UX Design Certification bootcamp, and participant recommendations, I was able to iterate a comprehensive and inclusive design. 

Creating this app was very personal to me, as someone who takes thyroid medication daily. It is so simple and user-friendly, I could see myself using this someday even when I'm 80!

Next Steps:


Conduct further user research to determine any new areas of need. For example, specifically seeking out participants who have used medication reminder apps in the past and no longer do.


Collaborate with a developer to launch this app into the app store.

Thank you!

Thank you for your time reviewing my work on the MedMinder app! If you'd like to connect with me or view more of my work, my information is provided at the bottom of the screen!

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