QCPR Training Service

QCPR Training Service

A training service with a friendly learning experience for people without previous CPR knowledge

A training service with a friendly learning experience for people without previous CPR knowledge

Client

Client

Laerdal Medical

Laerdal Medical

Duration

Duration

Feb - June 2023

Feb - June 2023

Scope

Scope

B2C Medical Design

B2C Medical Design

Service & UX design

Service & UX design

My Role

My Role

Research, Usability Test

Research, Usability Test

UX&UI Design, Evaluation

UX&UI Design, Evaluation

project overview

About the project

In this project, Laerdal has asked us to redesign the CPR training product for inspiration to improve its usability.

Focusing on people who do not have previous CPR knowledge and enhancing their learning experience, a service design with the new App and the virtual practice system has been delivered.

Design Process

discover

Context, User, and Product

To gain a deeper understanding of the product's background, a systematic analysis of the company and market positioning was conducted. The intended use scenarios, user groups, and product build-up (ecosystem, physical, and digital) have been defined.

Functions and Interaction

What are the product's functions? How do users interact with the product?

The functions and intended interactions of the manikin and the QCPR App have been illustrated.

Heuristic Evaluation

In the pursuit of identifying usability issues, a heuristic evaluation was conducted to systematically scan for usage problems.

Usability test

A contextual user testing with 7 users has been conducted to collect realistic usage insights from what users did and said. The insights from three user groups (trainers, experts, and novice users) have been categorized into strengths, problems, and other insights. This section revealed that novice users face more difficulties and have a lower user experience during use.

Define

Problem Statements

Based on systematical research in the discover stage, 3 core problems have been summarized.

Unfriendly Learning Experience 

Novice users feel stress and unconfident in skills during practice.

Complicated Information

The instruction and feedback are hard to understand.

The instruction and feedback are hard to understand.


The instruction and feedback are hard to understand.


Limited Accessibility

Limited Accessibility


Limited Accessibility


Low accessibility to practice outside of the formal training environment.

Design Goal

We want to make people without any pre-knowledge of CPR

to learn and practice their skills in a positive and reassuring way

without the need to visit a class.”

Design Vision & Qualities

The interaction with the design should feel like

riding a bike with training wheels.

The 6 design qualities

easy

accessible

guided

motivating

positive

purposeful

Develop

Conceptualization

Before starting brainstorming, the decision related to the product was already made. The new product will developed in two parts: the service and the application.

An Accessible Service

Without language, money, or time constraints

Service

Product for Newbies

Positive and motivating learning experience to release burden.

Application

Speak User language

Readable and clear guidance that understandable for new users

Application

Conceptualization

To achieve the design goals, multiple concepts were created during the brainstorming stage. These were eventually categorized into 3 concepts based on 'interaction personality'.

The mentor:

Step-by-step teaching and a mix of auditory and visual feedback.

The companion:

Free to choose what you want to learn, just visual feedback.

The coach:

Learn all at once, mainly through auditory feedback.

Lo-Fi Prototyping & Test

To make the best decision, the loft-prototyping of 3 concepts have been built and tested.

Decision

The outcome of the evaluation shows that Mentor is performing the best, and some interactions from other concepts also fits our design guidelines really well. The decision is to integrate the best features for the final redesign proposal.

Deliver

final Concept: A new Journey of learning

The compared journey maps of current and new product shows the user journey has been transformed from linear into circle. Different form the current scenario which just includes CPR training course, the redesign allows user to learn online, facilitating a process of repeated learning and practice.

The Service

The service as a connecting part links the online learning and onsite practice. it also supports the accessibility and friendly training environment for novice users, enabling them to learn and practice with less barriers.

The new QCPR App

The information architecture visualizes how the structure and functions of the new App should be, which include the dashboard, Learn, Practice, and Progress for parts.

Final Design

With new design system, and interaction qualities, the structure has ben translated into the new QCPR Application.

Positive tonality for novice users

The new product embodies a positive and motivating attitude in its visual design and language.


Users can gain encouragement and support for learning or practicing CPR, which enhances their confidence.

Step-by-step learning process

The feature of progressive unlocking makes the learning process more intuitive, increases efficiency, and adds credibility to the content.

Accessible practice service

From home to the nearest Laerdal site, start practicing when you are ready.

By reducing barriers related to time and location, accessibility is significantly enhanced.

Mixed audio and visual feedback

The integration of AI and virtual technology provides users with more vivid feedback, making guidance more precise.

Simple and interactive results

Based on specific performance during practice, suggestions are provided from three dimensions of CPR, making the results more understandable and actionable

Evaluate

Did we meet the design goal? The evaluation will show the quality of the redesign, and present the direction of how the product can be iterated.

Heuristic Evaluation

A heuristic evaluation was conducted to inspect the usability of the interface, examining both the app’s screens and the manikin.

User testing

To determine the usability of the service and the application within the usage context, the final user testing has been conducted. During the test, the design goals were evaluated through specific tasks. Users' actions and feedback were also collected as important sources to identify issues with the product.

Results

Using the System Usability Scale (SUS), the new design achieved an average score of 84.4, indicating a generally successful outcome.

Additionally, the usability test included measurements of task completion times and error rates. The data indicate an overall improvement in usability, particularly in the immersive practice component.

During the tests, qualitative considerations were noted, including observations of participants' body language, behavior, and actions, along with their feedback and responses in the final mini-interview. These insights, combined with the heuristic evaluation, will guide further iterations of the design.