Zest Activity Tracker
Feature Integration
Platos Health
November - December 2021
Zest is a platform that helps people living with diabetes achieve reversal using holistic methods. One of which includes activity recommendation and management currently that happens via pdfs and conversations with caregivers. This project was to integrate an activity recommendation and log system in the platform
My Role
Research, Wireframes, High Fidelity, Prototype, Hand-off
The Challenge
Daily exercise, or at least not allowing more than 2 days to elapse between exercise sessions, is recommended to enhance insulin action.
Adults with type 2 diabetes should ideally perform both aerobic and resistance exercise training for optimal glycemic and health outcomes. A major goal should be minimising adverse events such as hypoglycaemia, hyperglycaemia, injury etc as a result of physical activity. Although moderate to vigorous physical activity is recommended, some patients have conditions that can make this difficult or impossible to achieve, as a result, daily physical activity is a great way to boost metabolism and aid recovery. Walking for at least 30 min per day was shown to reduce the risk of T2D by approximately 50%.
Mobile phone apps coupled with a reinforcement learning algorithm can improve adherence to exercise in diabetic patients. Healthcare professionals are committed to promoting physical activity to adults with diabetes and are reasonably confident in giving basic, generic guidance. Yet, significant challenges prevent them from achieving this in their practice, HCPs have a key role in the promotion of physical activity to people with long-term conditions such as diabetes and they are identified within both the strategic policy context and national interventions for physical activity. Some challenges Healthcare Professionals face include lack of education and training around physical activity, diabetes and health; ignorance of recommended physical activity and diabetes guidelines; lack of awareness of referral options; limited time and accessibility to appropriate resources
References
1. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4914832/
2. https://www.youtube.com/watch?v=2xATEwcRpy8
https://drive.google.com/file/d/1eWO90HKWmVdkRxCxuN84AlHegPPvay5-/view?usp=sharing
3. https://drive.google.com/file/d/1FQVTV7y6beMjy6r3VLA6wAjN2e-ry2m8/view
4. https://drive.google.com/file/d/1tAqmoRn3276FvSuPYs8QozYz8yA2izEL/view?usp=sharing
5. https://drive.google.com/file/d/1e7w46tGO9QxnsMgAHBc6LIQQmPkcYaBu/view?usp=sharing
6. https://drive.google.com/file/d/1lVWI-saLdWMlLJ4nTyzf6ZRp4_rNnsSY/view?usp=sharing
Sketches
After conducting secondary research, I conducted user interviews and analysed all of these results with a team in a design sprint I led. The sprint comprised of 3 product designer, 1 developer and 1 marketing expert. During the sprint we analysed the information at hand, and started working on possible solutions.
Wireframes
Once a set of sketch flows were settled upon, they were converted to digital wireframes and high fidelity designs using the company's design system.
High-fidelity
Conclusion
This project was done to expand the offering of the current product and is still a work in progress. Although the first iteration has been handed off to the development team, other features like an activity review system, learning material to help users understand benefit of an activity, and gamification to ensure enjoyability are all on the horizon