
Glicopet
Glucose meter + App for Type 1 Diabetic children
A playful graphic interface proposal for a glucometer and companion app designed for children with Type 1 Diabetes.
- UX research
- design thinking
- UX/UI design
- brand design
- character design
- UI design for children
- medical device design
- user testing
- 2024
Glicopet is a playful graphic interface proposal for a glucometer (device used daily in diabetes treatment to monitor blood sugar levels) and a complementary app designed for children with Type 1 Diabetes.
These kids have unique experiences and needs compared to adults, so a product focused on their specific user experience can provide significant health and well-being benefits.
The final concept incorporates a virtual companion pet that promotes treatment adherence, offering customizations, and caregiver monitoring through an auxiliary app.
Problem Statement
Children with type 1 diabetes have few products on the market designed specifically for their needs, yet they are the most vulnerable population to complications from the disease.
Project Goal
Developing a glucometer interface that promotes a better user experience for children aged 6 to 10 with Type 1 Diabetes.
Design Process Highlights

Benchmark Research
To better understand the context of the glucometers available in Brazil, a benchmark research was carried out on a sample of 10 devices. To do this, a protocol was developed based on the descriptive model for app development and the evaluation checklist by Padovani and Napo (2015).
Another round of research was made from other products and apps that seek to improve the experience of children with diabetes.
Cultural Probe
Cultural probes are a method with an exploratory character based on the participation of the future user, through self-documentation.
Due to the playful and provocative nature, probes can provide access to personal insights.
Kits containing playful activities (drawing, sculpting) and materials such as pencils and modeling clay were distributed to encourage self-expression and gather data on their experiences with glucose monitors. Daily mini-rewards were provided to boost engagement.

The results of the cultural probe revealed the children’s needs and feelings about diabetes and the glucose meter, which could be directly addressed in the project requirements.
Personas
Based on the literature review and desk research and observations from the benchmark research and cultural probe, two personas were created, one being the child user and the other their guardian, each of them with a set of needs and goals.

Solution Statement
A closed system consisting of a Glucose Meter and an App with a mascot that accompanies and assists in treatment processes such as glucose testing and insulin administration, as well as in fun activities with the character to strengthen the emotional bond between the character and the child.
Storyboard

Information Architecture and User Flow
Due to the specific nature of the interface, the IA became more complex, necessitating a detailed structure that outlined two distinct paths — one tailored for each type of user (child and guardian). Additionally, the user flow was integrated into the information architecture to provide a more comprehensive approach to how the interface would function.

Wireframing and High-fidelity Prototyping




Mockups and final renders





Tests and Validation
- Usability Test: Two 9-year-old diabetic children and their mother.
- Feedback session with 10 specialists from the Department of Pediatric Endocrinology at the University Hospital.
- Requirements fulfillment analysis and heuristic evaluation (Nielsen’s heuristics).
The tests with children, guardians, and health professionals revealed positive feedback and helped refine functionalities and usability and inspire new ideas. Stakeholder suggestions were valuable for improving the prototype and guiding future implementations. Additionally, evaluations using Nielsen’s heuristics offered critical insights into design decisions and their impact on project goals.
Results
Winner in the Concept category of the Design for a Better World Award 2024, an award that highlights solutions for a brighter world, presenting the latest innovations for a positive impact.
Glicopet was also awarded Student Bronze in the Digital Design category at the 14th Brazilian Design Awards 2024, held by ABEDESIGN — the Brazilian Association of Design Companies, which is the sector’s biggest award in the country, recognising projects and initiatives that have an impact on design in Brazil and internationally.








