project overview
Why UU?
The project was inspired by the 2019 documentary film "Life Matters," which portrays a dream-like scenario where child patients combat cancer through gamification in a Chinese public hospital. Leukemia, being the most common type of childhood cancer, has a high survival rate, yet children enduring long-term hospitalization experience severe hardships including fear, loneliness, loss of control, and despair.
25.1 %
Leukemia is the most common pediatric cancer (0-12 years old), among all cancer types.
85.3 %
The 5-year relative high survival rate for children 0-12 is from 2011 to 2017.
Therefore, we want to help them alleviate the pain and fear during the treatment process.
discover
RQ1: What do pediatric patients with Leukemia need during the treatment process?
RQ2: How do pediatric patients think and feel during hospitalization?
secondary Research
I went through 10+ papers related to leukemia treatment in China and come out with the experience map. Then, I approach to the touchpoint of each treatment stage for the design ideation.
The course of treatment is
2 to 3 years
Constantly switch between hospital and home
The prognosis of childhood leukemia is promising
Most children can be cured without stem cell transplant
Interviews
I conducted interviews with 8 medical staff members in Chinese public hospitals who are strongly associated with pediatric patients and 2 leukemia pediatric patients’ parents. Out of ethical considerations, I refrained from direct conversations with pediatric patients.
General Nurse
Surgeon
Pediatrician
Hematology Nurse
Pediatrician
Orthopedist
Anesthetist
Psychologist
Empathy map
By translating the findings from the research, I came out with the empathy map to illustrate the feelings of pediatric patients.
Leukemia treatment experience map
The experience map shows the touchpoint of each treatment stage, which also helps us define the design goal.
Define
Design Goal
We aim to develop a solution for children aged 4-12 with leukemia,
transforming their negative emotions into positive experiences
when they go through extended hospital treatment.
Opportunities related to treatment and technology
Besides what children feel, the design opportunities provide the direction of the solution.
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:
Companion
A reliable friend support them through the entire treatment.
Discovery
Help them become familiar with the environment and reducing potential fear.
Cognition
A positive buddy with voice interaction, answering questions about illness.
character design
To make the best decision, the loft-prototyping of 3 concepts have been built and tested.
Personality
“Characteristic Cloud”
Journey Map
Deliver
design System
interface
UU’s introduction!
Landing page
Select feature
Choose two ways of discovery
Gesture interaction
Gesture recognition
Companion feature in the daytime: Choose a story
Companion feature in the daytime: Tell a tory
Companion feature in the daytime: Interactions in the story
Companion at night: Idle state UU
Companion at night: Voice trigger UU show up
Companion at night: Learn and explore the universe
Discovery feature: Exploration in the hospital !
Discovery feature: Intro to MRI !
Discovery feature: Intro to nurse station !
Cognition feature: Learn about Cell !
Companion feature: Emails from friends, and other patients
Companion feature: Read emails
Discovery feature: Wall paint
Discovery feature: Wall paint selection
Discovery feature: Wall paint color palette
Discovery feature: Choose paint brush
Discovery feature: Paint brush
Discovery feature: Drawing a master piece!