Honey Dose

Honey Dose

Whether it is doing an activity together or giving something special, everyone enjoys celebrating their loved ones. However, picking the perfect gift can be extremely difficult and confusing. Wouldn't it be great if there was a tool that would guide you to the perfect gift? Gift Pick is an app idea that aims to help people pick the perfect using quizzes tailored to the event and person.

Visual Language

We wanted the app to feel clean, friendly and add a touch of nostalgia to honor the brand name and the concept of the product. We decided to use a serif typeface for the logo paired with a simple location icon with a key inside that would act as a favicon. For the illustration, we stuck to keep the details as simple as possible and to give forms more dimension gradients with grain texture was added on top.
Typography
Logo

Site Architecture

There are three key branches of navigation for the first time user: onboarding, map, and me. We wanted journeys to be the most accessible thing to encourage users to tap on a journey that interests them the most. To add further motivation, we wanted to add a gaming aspect to the app by giving players ranks as they increase their explorations found in the me section.
Project Time Stamp
Nov-Dec 2020
Software
Figma

Making tracking medication easy

Even though I  have only two pills to take, I forget to take my meds all the time. Medicine trackers are no novel concept but I  wanted to take a stab at creating a really simple app that reminds people to take their medication, how they are supposed to take it, and set reminder for refilling medication.

Screen iterations

Following the storyboard, I mapped out the application's site architecture for a deeper understanding of the moving parts and kept to three primary tabs. One tab is dedicated to an overview of gifts in progress and events, another for taking quizzes, and a dedicated space for collaboration.

Originally I wanted to offer users a way not only track daily intake but also weekly if they were keeping up with their medication.
This made the dashboard way too long. And during usability testing no one really cared for the graphs.
This was a good first draft for adding a reminder however it was lacking a system for reminding people for refills.
Users found seeking a tapping medication for checkoff cumbersome in this format.
Feedback relayed, that the info tab was unnecessary and that people rather use Google to learn about nutrition.

Site architecture

There are three main flows. The dashboard will allow people to manage their notifications and then there would be a separate page to add new medication.

Flow Chart

There are three key branches of navigation for the first time user: onboarding, map, and me. We wanted journeys to be the most accessible thing to encourage users to tap on a journey that interests them the most. To add further motivation, we wanted to add a gaming aspect to the app by giving players ranks as they increase their explorations found in the me section.

Visual language

For the visual language I wanted it to feel a little less clinical and little more fun. I  decided to use punchy colors and used the metaphors of bees because bees are efficient organized organisms just as the feeling I  wanted people to feel using this app. Furthermore bees are pill shaped, a common visual symbol for medicine. I combined the pill shape and bee to make a medical character that is cute and friendly. The typeface I decided to use is Laca because it clean but has a little flare of personality.

Typography
Logo

Final screens

There are two main flows. The first has most interaction in adding the medication and the second is focused on the interaction of responding to a notification.

Splash screen.
Removed the weekly graphs. If needed, people can still refer to past data by the days at the top.
Adding medication now has two steps. The first is for establishing a refill alarm.
The second page is to establish intake alarms.
Once added changes are reflected in the dashboard.
Instead of having a cumbersome list,  medications can be marked complete when the alarm rings.
You can chose an option by dragging the hexagon.
Clear indication of completion.
Changes are reflected on the dashboard.
The dashboard is the starting point noting and addressing existing medications, upcoming alarms, and refill alerts.
Some of this information is used for tracking amount of medication while other information is used for the notification.
Users are only allowed to go to the next step once all information is filled out.
Sometimes medications are needed to be taken multiple times a day so users are able to add multiple alarms at once.
Once the alarm section is complete it is ready to be added to the dashboard.
Finishing adding medications leads back to an updated dashboard to confirm that their new medication was added.
Notifications
The notification system is similar to an alarm. I  provided four options for the user to pick from so the app can respond accordingly. The goal is to take away the element of having to unlock the phone, open the app, and then mark it complete and reducing it to one action.
Notifications have visual and written information in case users forget the name of the medication or the instructions for ingestion.
Users need to swipe the hexagon on the answer they want to select.
The follow up page confirms the decision and a chance for the user to confirm for themself that they picked the right option.
Notification decisions update the dashboard.

Next steps

I enjoyed creating the branding of this application. I  especially think that the icon is friendly and recognizable. If I were to improve this application I would take the brand language a step further in the app to give the brand a stronger identity presence. In addition to adding on to the look and feel, I would break apart the steps of adding medication so that there is less information to fill out at a time. And lastly I would prototype for notifications for smart watches as well.