Designing for genome sequencing instruments

HEALTHCARE GENOMICS
UX DESIGN
DASHBOARD DESIGN
UX INTERVIEWS
OVERVIEW
About the project
I worked on the end-to-end workflow design of a cloud-based error troubleshooting tool used for ~21 DNA sequencing instruments at Illumina. This tool created an impact in two ways:
My Role
UX Design intern
Team
Toshi Gupta
Ziqi Li (Developer)
Duration
10 weeks (June 2020 - Aug 2020)
Tools
Sketch, Procreate
Core responsibilities
  • Lead the UX research and design of an error lookup tool used for supporting ~21 DNA sequencing instruments
  • Conduct the UX research through contextual inquiry interviews with the users - customer support team and instrument developers
  • Prioritize the main feature set of the tool based on the research
  • Sketch and prototype the end-to-end flow of the tool and collaborating with developer to ship the tool to production
SOLUTION DEMO
Final Prototype
Problem
User 1: Illumina customer support team
User 2: Illumina instrument developer team
Solution
The final designs are built in Sketch and are under a non disclosure agreement(NDA) with Illumina. I would be happy to walk through the workflows and designs if you are interested to know more. Please drop me anemail.
Reflections
01
Team and Role
My role
Designer
Developer
Team
Toshi Gupta
Ruchita Lodha
Duration
8 Weeks
Mar'20-May'20
Tools
Unity
Vuforia
ARCore
Figma
02
Motivation
Dyslexia is a language based learning disorder which is found in 1 in 5 students and kids who have difficulty often avoid reading because it's stressful.
We wanted to use an immersive technology like AR/VR/MR for good together with digital game based learning to enhance the learning experience and help students retain things in a less stressful and playful way.
03
Problem Statement
To build an accessible learning experience for kids diagnosed with dyslexia between the age of 3-6 years. To help kids be less stressed mentally while learning to read and write alphabets.
04
Challenges in a classroom setup
There are specific set of challenges faced by dyslexic children in a classroom setup:
1. Manual Learning: Lack of multimedia based interaction to address learnability issues.
2.Individual learning approach: Teachers are less focused on students who have dyslexia in a classroom setup.
3. Less variation in learning: Lack of use of variety of senses such as seeing, hearing, talking, and touching.
05
Our Solution
To build an augmented reality game-based alphabet learning application for kids between age 3-6 years by augmenting the real world objects around them. The application would help students learn alphabets with phonetics and associated real world objects, identify and differentiate between alphabets and write them.
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Why Augmented Reality?
We did a qualitative research on ways and methods adopted to help dyslexic kids learn faster like the Orton Gillingham method and the Wilson Method. We studied the online videos available  for teachers to pick out the key components that are very important while helping in dyslexia.
We realized thats supporting these methods with augmented reality for multi-sensory learning (Kinesthetics, Visual, Tactile, Phonetics) coupled with game based learning would help students get accurate and faster in alphabet identification
07
User Journey Mapping
Potential users: Kids who find it difficult to read, learn and identify alphabets.
The idea is to build an application that augments the alphabet cards/alphabet book with 3D holograms and support the phonetic learning through sound assistance. It will have 3 main features:
1. Learning about the shape and usage of alphabet
2. Identification of alphabets after learning through games
3. Learning to draw the alphabets through guidance
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Lo-Fi Sketches
09
Introducing JoJo - the voice assistant
‍To help the students engage and navigate better with the learning and games, we introduced a cute animated hippo!
The main reasons behind having a voice assistant are:
1. Help students navigate between different parts of the application
2.Lower the burden of reading instructions for dyslexic kids
3.Give a comfortable learning experience through their "Friend- JoJo"
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Technology decisions
1. The application is developed in Unity and tested on an android and iOS mobile device
2. To enable enhancements on a book/alphabet card, we decided to go for a marker-based approach in Vuforia

*This project was carried out during COVID-19 and therefore our plan of enabling the application on Hololens could not go through.
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High Fidelity prototype and interactions
2D menu and instructions: The game starts with a 2D menu with an introduction by a friendly assistant JoJo. JoJo guides the user to the different sections of the application like Learn, Play and draw.
You can listen to JOJO's instructions in the final video attached.
Dragging/dropping and success/failure animations: To test students' capability to identify the learned alphabet, they are asked to drag and drop the associated 3D hologram into the ring options. Based on the answer the application reacts gently with animations of right and wrong answer.
Shooting with a ball: For letter identification, the application is supported with physics enabled bowling game. The students' are asked to shoot the associated hologram to the right letter glasses.
The right and wrong answer are distinguished with sounds.
Drawing: The students can reference the drawing technique animation and try drawing with a physical marker.
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Final video
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Reflection and learnings