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Juniper Mobile Application

Medication Reminder & Symptom Tracker

Juniper is a mobile application created for people, especially seniors, who might have a weak memory, need support tracking their medication taking, as well as the progress of the symptoms.



Context: Career Foundry UX Design Course Project
Timeline: 6 months
My Role: UX/UI Designer & UX Researcher
Tools: Figma, Usability Hub, Miro
Deliverables: Competitive Analysis Report, Survey, Interviews, Affinity Mapping, Persona, Task Flow, Card Sorting, Information Architecture, Sketches, Prototype


2020 was a tough year; for some of us, even our toughest year yet. My father, who I loved more than anything, became sick at the beginning of 2020. Every single day, he had to take many medications, and I tracked his daily schedule so that he wouldn't miss any of them. I also tracked his daily health condition progress, each day and night. This was both emotionally and physically exhausting.

I started to look for an app...
Though older, this person was quite capable of using digital products. Both he and I downloaded a few medication and symptom tracking applications, but due to their usability issues, we couldn’t use any of them effectively.

The idea of Juniper was born...
This project came alive and evolved during my UX Design course journey with CareerFoundry. I wanted to create a medication and symptom tracking application and from this Juniper was born.

I dedicate Juniper to anyone going through their own health journey’s or accompanying a loved one on theirs.


55% of the elderly don’t take their medication according to the doctor’s instructions. Approximately 200,000 older adults are hospitalized annually due to adverse drug reactions in America.

The Department of Health and Human Services

Seniors might need a way to track their daily pill taking by getting reminders, as well as improving their mental and physical wellbeing. They might have the tendency to forget to take their pills as a result of a weak memory due to their late age or health conditions.


Elderly people are often ignored in the digital market, but it should be kept in mind that there is a high percentage of seniors who both own smartphones and use numerous apps on their devices.

By using Juniper, users are reminded to not only take prescriptions, track their symptoms and more, so that they will not forget daily, regular activities that are important for their health and wellbeing.


Juniper targets seniors as they are the largest medications users. The mindset of the target user is someone who is familiar with smartphone usage and alerts, eager to learn new things, like completing their own daily tasks by themselves, as well as getting support from outside.




Medication Reminders

  • Add the name of the medication.

  • Enter dosage, frequency, time of day, instructions (with/before/after food, etc.)

  • Set an alarm.

  • Check details and confirm.



Symptom Tracker

  • Add the name of the symptom.

  • Enter symptom’s start and end time, severity level, additional notes.

  • Set an alarm optionally.

  • Browse logged symptoms.


User Habits

  • Choose a habit from the list.

  • Enter required details related to the selected habit.

  • Use on/off reminders option.




  • Get notifications on phone.

  • Tap notification, open app.

  • Respond to the alert.

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Applying a design thinking process throughout this project made it possible for me to stay solution focused whilst staying user-centric all way through.

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Exploring other medication reminder apps on the market was one of the beginning steps of the project. I tested and conducted a SWOT analysis of two apps: Medisafe and Mango Health.
After studying these apps, I noticed some
important features were missing, such as a confirmation-related button after entering data on measurements or a poorly designed interface for visually-impaired senior users.
These were features that I decided were important to incorporate into Juniper.



Research Goals: Understanding users expectations, behaviors, motivation and needs, and ensure the decisions I make benefit the user.
After having some solid ideas about the competitives, it was time to observe prospective users by doing
user research. I did user surveys and interviews with seniors.
I gathered very valuable key insights from them, but first I worked on the
affinity mapping which helped me distill all data I collected.


I wrote down what the interviewers told me into different colored papers. Each color represents 1 participant:


I categorized them to have a better understanding of the needs of the users and map out main features of the app:

Key Insights from User Research

  • Users strongly indicated that they can get lost easily on some other apps and give up using them.


  • They all have a smartphone, spend at least 2-3 hours a day on it. They spend more time on their devices than I expected.


  • None of them have used a medication tracking app before, nor an app to improve their physical and mental health conditions.

  • Users set their phone alarms, use pill box, or put their medications somewhere that helps them remember to take their medications on time. But they feel overwhelmed by following these steps for each medication.

  • Most of them have forgotten medications a few times in a month.

  • They think they have a growing tendency to forget other things as well, due to getting older and having a weaker memory.

  • They mostly have chronic symptoms, and track them every day in some way, however they don’t remember how the progress of their symptoms was a week or a month ago.

  • They would prefer to have an easy way to track their symptoms. They aren’t happy with their tracking habits.

  • They feel stressed about the idea of having more symptoms and being sicker in future.

  • They need motivations to do daily exercises in order to improve their mental and physical health.

  • Most of the users are busy with usual daily work. Doing daily exercises is only a wish rather than a habit for them.



Based on user surveys, interviews and affinity mappings, I distilled the data and created 2 personas.
I learned from my users who I am designing for, what their goals and needs are, what motivates them, how experienced they are with devices and technology.

Please meet Anna and Frank!


I had created user journeys for Anna and Frank to see the possible emotions and thoughts they might have when completing a task and the opportunities I have in order to create a better journey for them.



By creating User Flows and Task Analysis, I gained a better understanding of my users at each step. I could identify which steps are necessary to achieve their goals while also taking the business objectives into account.

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I initially created a more complex sitemap that accommodated both Anna and Frank’s needs but the scope of the project was too big for one person to accomplish in a short amount of time.
To solve the issue, I conducted an online card sorting exercise with 8 participants to validate my decisions by creating 18 content cards with OptimalSort.

It has given me valuable insights about the web site of the application. Based on the thoughts of the participants and my professional experiences, I’ve made some changes on the site map.

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This is the design stage where I visualized the user’s navigation, firstly sketching low fidelity wireframes by pen and paper, and continued with high fidelity wireframes using Figma as a tool. Wireframes had constant feedback and revision to finalize the application.


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medication adding screens

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symptom adding screens



After creating clickable prototypes on Figma, I conducted usability testing with 6 participants (1 in-person & 5 remote) to observe how the users interacted with the app and their reactions.

Since people that are not seniors can also be taking medications regularly, I also did usability testing with 2 people that are in their forties. Based on a study done in 2019,
more than half of adults 65 and older (54%) report taking four or more prescription drugs compared to one-third of adults 50-64 years old (32%) and about one in ten adults 30-49 (13%).

The tasks were focused on adding a medication, logging a symptom, selecting a habit and finally setting an alarm after completing these main tasks.

Test Objectives

  1. Determine if participants understand what the app is about quickly and easily (i.e. an application for reminding users to take their medications) and the value it provides.

  2. Observe how users navigate from the homepage. Can they successfully find what they are looking for?

  3. Determine how they are navigating on each feature: medication, symptom, habit.

Usability Test Results

After some really insightful usability testings, I gathered all observations, pain points and errors. I sorted them using rainbow sheets and affinity mapping methods to organize and assess which particular features were the most problematic and what worked really well for the users.


“See the chart” function is not understandable.”


4 out of 6 participants stated that ‘see the chart’ doesn’t make sense to them.

Suggested Change:

I defined the function with a different saying and
changed its location on the screen to make it easily reachable.

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“The being guided function couldn’t be used effectively.”


2 participants stated that they couldn’t understand if they would see recorded videos or record themselves upon selecting ‘video' option under ‘be guided’.

Suggested Change:

Besides making some other major changes on this screen, I took out the ‘be guided’ function since it wouldn’t be needed with the new habit list.

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“Add habit” is a bit vague.”


3 out of 6 participants expressed that on the onboarding screen they couldn’t get the idea of adding a habit and the main function of it.

Suggested Change:

I included additional explanation of the adding habits function to the onboarding process to make the feature understandable.

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Juniper trees are able to thrive in both cold and heat, and in poor soil too. This tree symbolizes the way we live as humans: we believe in the things that we know and we pass these believes on through generations. This can be considered as a sign of living.

When thinking about and deciding on colors, I prefered them to be coherent with this beautiful tree, so I ended up using orange as the main color which brought vitality. I supported it with white which represents simplicity and pureness, and added light brown backgrounds which created a calm experience.

I documented the whole design process with a style guide and a language system which includes
color palette, typography, iconography, UI elements, design patterns, grids and layouts.

Style Guide

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All visual design and prototype made in Figma.


What Did I Learn?

This was my first UX/UI design project and I believe that I learned a lot during these 6 months.

Iteration is endless: By using both qualitative and quantitative research, I evaluated and redesigned the functions when deemed necessary. I honed my skills while learning the all of the design thinking processes from scratch.

Time management: Time is always limited and this project was no exception. I needed to make calls before the deadlines: this taught me to take the responsibility of a project at all steps, managing it from end to end and always taking care for not falling behind the schedule.

Receiving feedback: I learned how to listen and embrace all the feedback I received. I asked people and I interviewed users, conducted surveys, did usability tests, got feedback from my peers, my mentor, my tutor, and other UX designers throughout this project.

UX love: I discovered that I, indeed, really love UX!

What is Next?

UI part of my project: I had to work on a deadline and I would have loved to spend more time on visual side of my project.

Resources feature: I would like to go through the ‘resources’ function and develop its content in depth.

Usability testing: I showed users mid-fidelity version of the screens. Since I improved them into high fidelity, my plan is to present and do testing with a more completed prototype.

Practice, practice, practice: I will continue with the new projects, stay tuned!

Thanks for reading!

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