REFLECTION

Journals

Integration with other classes


Learning to narrow a problem to a learning need.
The tool that I've designed addresses many different problems: improving the doctor-patient interaction, patient empowerment, improving information management in a healthcare-management organization and on top of all that education. It was easy wear the different hats of patient advocate and learning designer but it was hard to think clearly of the problem taking various positions.
I had to learn to narrow down a specific facet of the big picture and design a solution that would address that particular problem; and detach myself from the overall system design and postpone that problem till later.

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Differentiating myself as a Learning Designer vs. a User Interface designer
While user testing the interface on an old RISD classmate, we got into the details of information design and page layout. I realized that I was more concerned with the functionality of the page and the look and feel of the interface more than the needs of the user.

Does my interface address a real need of a patient?
Does it fit the mental model of a patient-doctor interaction?
Would a patient use this tool?

I realized that I had done what so many companies do, go ahead and provide a myriad of functionality instead of listening to the few and specific needs of the user. I spent the next day in Cowell Student Health Services talking to triage nurses and patients instead. I realized that coming up with relevant functionality was a full time job in itself and that user interface design was another job.

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Positioning the Tool

I realized in talking with Dr. Choi that designing an online triage had all kinds of political implications.Patients blanche at the idea of an online tool diagnosing their health and would be resistant to any tool that would replace their already scarce time with their doctor. However positioning the tool as an intermediary step until the patient sees their doctor received a warm response from my users. They all identified with the frustration of having to wait for an appointment and responded well to an intermediary step of care. In talking to the triage nurse, I realized that they were effectively performing "diagnostic" procedures over the phone by determining which symptoms were emergent and which weren't, but they called the process "prioritizing". By positioning my tool as a prioritizing agent that was set up to provide intermediary care UNTIL the patient saw their physician it was much better received by the patient. In my dialogues with Dr. Choi, he said that physicians would be antagonistic to the tool because it provided a more detailed record of the patient's symptoms. This provided litigious patients with fodder for a lawsuit should a case go sour.

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Rapid Prototyping
This interface evolved as fast as I could put together a prototype. While talking to Dr. Choi about the overall design flow, it was hard to zoom into the learning problem. Coming up with screenshot interfaces for the tool gave a context for my users to talk about their learning problems as to envision the functionality of the tool. While designing Prototype 1, keeping in mind that I was simply nailing out the functionality gave me a lot more freedom to try out a different layout when users gave me feedback. Taking the second prototype only as far as it would be useful for the user testing enabled me to listen to the user's comments more willingly and go back to the drawing board.
Cutting Corners Proudly
Programming As If People Mattered
Nathaniel Borenstein

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Participatory Design as a Lone Designer

My JustDoIt project would be a very interesting case study about working alone vs. a team. I found that because I was on the project alone, I sought alot more feedback and critique than I would have had I been working on a team. Much can be said about solicited, timed and formalized feedback. The people on my "team" Dr Enoch Choi, Decker Walker, Chris Hoadley, my classmates during critique Chris Manning, the triage nurse and patients at Cowell provided valuable and critical input. Because I was working alone, I was able to respond and react to their suggestions with rapid prototyping without having to go back and negotiate each step with my group. Had I been working on a team, internal negotiations would have been so arduous that I would be less open to listening to external feedback and critique. Because I was working solo, it was easier for me to scrap ideas and go back to the drawing board and start all over, which is a crucial point in any design process.

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Interdisciplinary Design

A big part of the joy of working on this project was seeing how things I was learning in my other classes changed and refined my thesis. Even a brief lecture on Voice Recognition in HCI became immediately relevant and a 15min interchange with Chris Manning help me nail down a crucial nuance of the user and learning experience in the tool. Listening to Clifford Nass’s talk on the impact of voice on user decisions made me wonder how the patient’s experience would change should the symptom questions be read to them. I found my readings in Hci helpful and even my research for my ED151x on distance learning immediately applicable.
A big part of my joy in coming back to school is to see ideas flow seamlessly from one discipline into another (that is why my design journal is one big solid bound UN-compartmentalized sketchbook) and I wondered if I would have had the permission to flow so autonomously through each discipline and been able to respond to each new idea with a design change had I been working on a team.

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Design Methodology
My methodology and process for project evolved with each new sketch and flow chart I drew. I followed no key process except to articulate clearly in the beginning the goals and objectives of this particular application. To follow a clear and directed path would have meant that I skip the on the fly visits to Cowell and the spontaneous interviews I had with the director of triage. Having to account for each step would mean t hat I would have to communicate 3 new redirection my product took as my ideas evolved with each new exposure I had to ideas and information. In looking back the only clear method I had was to visualize prototype and user test. Most importantly to keep in mind a sense of fluidity and incompletion so that I would be open to new ideas and reactions from my user.

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The Private and the Public Learner

In my interview with an instructor at Excite@Home , I ran across a specific distinction between two types of learners in a university setting. The instructor was a brilliant high school Math teacher with a Masters from Berkley and I was talking to her about the issue of engagement in an online classroom. She presented me with a totally different perspective: " I never wanted to be known in college. Berkley was huge and I liked it that way. I just wanted to go to class, attend lecture and be left alone." Her comments left me with a question " Does the learning experience have to be an interactive, social and participatory experience for every learner?" Assuming that there are varied learning styles, shouldn’t each learner have the prerogative to synthesize knowledge in a way that is most intuitive for them?
Her comments made me remember something I told Decker earlier on in the summer when I was having great difficulty dealing with the situative teaching style of LDT. I said ‘Sometimes Decker, learning is a private thing and you don’t want to publicize your thoughts till you’re ready". This JustDoIt project has provided me with just the right balance of private and public learning so that I am excited enough to pitch my thesis to several different critics as well as had the space to synthesis ideas from different disciplines.

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Behaviorist Situated learning

It seems to me, to enforce a situative learning style on everyone is essentially behaviorist. Since we are in a learning environment and not a production environment, I assume idea synthesis and intellectual growth is of utmost importance. Why enforce the tools of group negotiation and compromise in academia when there is the real world to teach us that? The goals in industry are so different: it’s not what is most fascinating and innovative that counts, it’s what sells within the parameters of technology and budget that is most important. If Stanford is suppose to instill in its students a love for research, a fascination with new ideas, an ability to synthesize ideas across disciplines, why enforce parameters that researchers specifically want to shed by not choosing to work in industry. Most of all, why choose a learning style and make it the predominant style for all teaching in LDT? If we recognize and value the individuality of different learning styles, shouldn’t we give students the choice to produce, think and learn alone as well as in groups? I am not saying do away with group work, but it would be nice like I had recently to be given a choice to work autonomously, to solicit valued input and to invite collaboration.

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Process of Working Alone
This project has been the turning point in my time in LDT. Up till now, I have been hesitant to take both executional and intellectual ownership of my interests and ideas. Working alone this time has given me the freedom to fuse my areas of interests across disciplines (E.g. Exploring Voice Recognition in HCI in studying how to use it in the Triage Interface, using the inspiration of Excite@Home's HPL learning tool) and to respond fluidly to each new idea and reading. Because I am able to work independently and initiate dialogue, I see the idea evolve and grow in a cohesive and intact manner. Leveraging my different classes have given me a sense of ownership and excitement. I feel myself using research methods I've learnt in ED151x in the interviews I have with people. David Fetterman's emphasis on ethnography has given me new awe and respect for my users. In the execution of the site, I am able to see the big picture constantly, moving with agility that I would not have been able to do had I not have the freedom and access to make changes. I am proud of this product, but more importantly, enchanted and thrilled with the process. The hours spent here are every bit worth it and I look forward to doing more work in this manner.

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Integration with other classes
One of the most valuable things about trial running my project so early in my LDT year was using different classes as a lens for understanding re-framing and analyzing my project.

ED229B: Chris Hoadley

This class was the crucible for where ExpertPatient was born. Chris’s JustDoIt project created just the right space and constraints for me to trial run the idea. A valuable requirement for his class was producing a design document articulating the justifications and premise for the idea. It was during this class that I was forced to decide what problem I was addressing and articulate it in a clear fashion. During this phase, I explored with him possibilities of physician education, knowledge management of the patient medical record and other ways to bridge the gap between doctor and patient. Documenting my thoughts on paper and explaining the idea over and over again crystallized the idea for me.

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Participatory Design
In this phase, I started the process with a lot of participatory design. I interviewed patients about their interactions with their doctor and examined already existent patient education sites online. I also researched patient’s usage patterns via marketing statistics. In this stage, I defined the targeted patient profile for the tool: patients of non-emergent medical conditions and possibly pediatric mothers. My first priority was the inquisitive patient, the proactive patient who wants to know and learn. My second priority was the patient whom I am educating by seizing this moment of learnability when he has a medical condition to apply his learning to.
Interaction Interface
In Chris’s class, the prototype was one that allowed the patient to lead the interaction by first recording his symptoms in natural language. The idea was to re-enact the doctor-patient relationship in the office. The application will then take the natural language and map it gradually to the physician’s vocabulary and then walk the patient through a series of protocols.


Education Interface
In this version of the prototype, I attempted to design an interface that used patient symptoms and instructions as a navigational bar and then allowed them to click on links to explore further. The page on the right would refresh while the symptom navigation bar stayed the same. Hence, the patient could explore patient education on the internet/ Intranet using his symptom documentation as a navigational bar. I also included options for video conferencing.

User Testing
Most user testing done in this phase was to understand how the patient wanted to be educated. Some preferred the freedom of an "outside" frame that allowed them to click on multiple links while still grounded in their own symptom documentation. Others preferred a more tailored experience where pop-up boxes explained each medical term.


ED151X: Qualitative Methods: David Fetterman

The skills I learnt through this class I carried with me throughout the rest of my quarters at Stanford. It really impacted my sensitivity to the user, my approach to design and my commitment to being a participant observer.
From ED151X I had my first taste of survey design and to realize what a skill and an art it was to elicit true and authentic data from a user. It helped me ask open-ended questions in my later interviews with triage nurses, it helped me make the user a true partner in the design process as I tried to listen to their needs in the doctor-patient interaction.
Later in Spring Quarter, I would bring the skills, sensitivity and respect for the user to my study of triage nurses at Palo Alto Medical Foundation. There I had the privilege of listening in on conversations between nurses and patients and watch the patient articulation first hand.
Fetterman’s class taught me to take time to listen to each and every nurse’s definition of triage and patient education and to triangulate the knowledge I was gathering. That class helped me realized that if I was to do any kind of true observation, I needed to simply clock in the hours and be onsite and watch and observe till I was one of them.
I carry those skills with me through all my other usability studies and continued to be surprised and awed by the patient/user’s response.

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CS147 Introduction to Computer Human Interaction: Terry Winograd

This class was useful in that it challenged the HCI aspects of the interface. Key conversations were held with Chris Manning who came and lectured on Natural Language Processing. He screened my prototype for technical feasibility. Discussions with him led to my designing one key screen, which served both a technical, and learning purpose. A feedback screen summarizing the captured symptoms. While providing the user feedback about what he actually articulated, it also

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CS 337 Understanding User Experience: Dianne Schiano
This class was crucial in grounding me in the different methods of usability. It really drilled me on experiment design and forced me to define what exactly I was testing for in my Master's Thesis. Using the format and structure of this class, I reported my ethnographic study of the triage nurses and also one think-aloud user study. I used to class to force me to report my user findings in a formal and structured manner in way others could understand.
It also showed me the complexity of what I was testing for. It provided guidance for my first drafts of survey questions and usability design. It helped me nail down the variables for what I was testing.

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ME115 Human Factors in Product Design: David Kelley

This product design class formalized the structure that I was taking in designing this product. David Kelley's strong emphasis on user research/ need finding, brainstorming, iteration and prototyping provided a useful backdrop to realize that product design and interface/learning design did not differ that greatly in design methodology. I felt like this class provided the structure that we were trying to nail down in ED229B, which was a formal backdrop and methodology in which to take my design through It was interesting to compare the difference between a physical product and an application and realize that in both cases we are ultimately designing an experience. It was interesting to realize the learning component in product design and finding affordances that allowed people to learn the functionality quickly.

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ED333 : Organizations in Education: Shelley Goldman
I took the museum exhibit design exercise in this class to re-cast my Master's Project as an interaction exhibit. It was nice, fresh break to be re-examining the problem from a different medium. I remembered in RISD, my professors always warned me about being married to a specific medium. So I thought I'd take this opportunity to rework my learning and persuasion goals in a different medium for a different audience i.e. kids.
I used David's Kelley's design process of field observations as a guide, I went and observed kids at the Tech and watch what intrigued them about technology and learning.
However, the real problem lay in translating the learning goals of symptom articulation into something that kids could understand. I thought of having different balls symbolize different symptoms and have the kids regroup them to form different diseases. Then I took a step back and addressed my bigger goal that I was trying to use learning to do — alleviate the stress in the interaction between doctor and patient. I realized that the stress for children did not lie in the unknown diagnosis, it lay in the medical examination.
Once I decided on the content of learning, designing the exhibit was a lot of fun. Borrowing from the observations I saw at the Tech, I incorporated 3 elements in all my design, sensory interactivity, designing for different age groups, designing for the spectator and the participant learner. The result was 3 learning booths that incorporated technology but also the tactile feel of play. What I took away from this project was a reunion with my love for exhibit design, the value of refashioning a design goal and the joy of designing for kids.

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ED229D: Dan Schwartz
Dan Schwartz input on my Master's project was invaluable and relevant. He was the first to actually question my outcome of the learning and evidence for learning each step of the way. He provided valuable input in my interface design and how the patients would learn with each interaction. He guided me in my assessment design in coming up with a method for measuring one crucial element of my design — symptom articulation. He helped me figure out a single path in which I can lead the user in assessing their learning from the tool.
My first attempt to assess the tool involved a series of open-ended questions. In the vein of David Fetterman, I wanted to know what they got out of the tool. However, I knew from Diane Schiano's class, how unreliable self-report was, so Dan and I came up with an assessment task that involved both sets of users looking at the same video and answering the same questions. One group used the tool and the other didn’t. We would compare the results.
I was really intrigued by the complexity of extracting information from the user. It was easy for them to tell me what I wanted to hear. The task kept the interaction objective and task oriented hence providing me relevant data.

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