Júlia Savaris
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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.

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

Design process, following the Design Thinking + Garrett’s framework: empathize, define, ideate, prototype, test

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.

Cultural probe research process, from theoretical research through selecting participants, delivering probe kits, and analysing results

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.

Two personas: Alice, a 7-year-old diabetic child user, and Helena, her 37-year-old mother and guardian, each with their own personality traits, current treatment or motivations, and background

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

Nine-panel storyboard: caregiver setup, presenting the glucometer to the child, testing blood sugar, insulin dosing, interacting with the companion app, and sharing data with healthcare professionals

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.

Information architecture showing the two user paths — child and guardian/caregiver — including glucose testing, dose calculation, history, charts, and settings

Wireframing and High-fidelity Prototyping

Glucometer wireframe screens, low-fidelity

Glucometer high-fidelity prototype: measuring glucose levels with the Glicopet cat mascot guiding each step, from hand-washing to reading the result

Companion app wireframe screens, low-fidelity

Companion app screens: play games, write your feelings, customize the mascot, view and send results

Mockups and final renders

Tests and Validation

  1. Usability Test: Two 9-year-old diabetic children and their mother.
  2. Feedback session with 10 specialists from the Department of Pediatric Endocrinology at the University Hospital.
  3. 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.

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