Context
Click Therapeutics is my company that creates experiences in the Digital Therapeutics space.
Elixir is our app that helps patients diagnosed with an opioid use disorder.
Elixir works as a companion to patient’s prescribed treatment. One of the features that differentiates Elixir from competitors are the brain training activities.
This case study will explore the research, design, and development process of Go/No-go.
Go/No-go
Go/No-go is a therapeutic gaming experience that teaches impulse control. Patients are tasked with reacting to neutral stimuli while not reacting to stimuli related to opioid use. This medically proven practice helps retrain and strengthen patient’s brains and memory, similar to other types of muscle training exercise.
Go/No-go also acts as an engaging activity that helps differentiate the program from therapeutic education or typical CBT SUD activities. It also serves as a distraction tool and game for patients to interact with that still has therapeutic benefits when a patient may be experiencing a craving event.
This case study will explore the research, design, and development process of Go/No-go
Exploratory research
Exploratory user research took 9 months. As a team we conducted 50+ interviews with patients and peer advisors. As part of the team I acted as research moderator or note taker during these interviews.
Research results
Participants overwhelmingly enjoyed the idea of brain training; often finding it more rewarding and more challenging than initially expected from the overview. Most participants wanted a scientific explanation of how the game strengthens their brain.
Through multiple rounds of user interviews with peer advisors and patients in recovery we determined to move forward with a two-part solution - Go/No-go and Working Memory Words.
“I’m interested in the finer details of the science behind these exercises. Whether these are conducted in clinical studies or what.”
-Research Participant / Patient
Value to the patient
Autonomy - this activity helps patients feel accomplished
Working Memory - Improving memory
Impulse Control - helps practice the ability to not react to triggers
Engagement - Both a distraction tool and game like experience
Cravings Management - reduces automatic responses to triggers and serves as a distraction tool
Starting at the end
Go/No-go final designs
The prototype was used in UX research to confirm patient value.
Value to the patient
Autonomy - this activity helps patients feel accomplished
Working Memory - Improving memory
Impulse Control - helps practice the ability to not react to triggers
Engagement - Both a distraction tool and game like experience
Cravings Management - reduces automatic responses to triggers and serves as a distraction tool
Onboarding
Onboarding informs patients about Go/No-go, why it’s beneficial, and how it’s played.
Instructions
Prior to the activity patients are taught how to play the game and which words to react to.
Working Memory Words
“Working Memory Words” is an additional activity in the Go/No-go game.
Patients are presented with a list of memory words before the start of the Go/No-go activity.
After completing the activity they are tasked with selecting the memory words they remember from a longer list of random words.
Training score
About
Different stats for patients based on their progress.
Scope
• Display information as related to a magnified version of their summary score in combination with latency
• The average correct tap word speed
• An action tile to additional details of scoring mechanics
Out of Scope (backlog)
• Animations of scores with sparkles or ticker animation
• Progress over time of totals
• Comparison of scores
• Scores leveraged to dynamically surface appropriate tips to improve scores
Go/No-go under the hood
Working back through the full research, design, and iterative process.
Go/No-go user journey
There are 3 user journeys depicted in the chart. The user starts with a Go/No-go “Lite” where they are onboarded to just Go/No-go activity. The second time they do an activity they get onboarded to Working Memory Words. The third journey represents a typical Go/No-go + Working Memory Word list activity.
Going back to early concepts
Early concepts are based on the input from the science team and user interviews done in the exploratory phase.
Concepts - concept exploration
Onboarding - onboarding to the activity
Practice round - instructions on how to play
Working memory words - memory exercise
Concepts
Very early concepts. The goal was to design an interaction based on evidence based science requirements and initial research. The patient is given 2 kinds of stimuli, neutral and “negative,” they are only supposed to react to the “negative” stimuli.
Early designs- onboarding
Initial onboarding to the brain training Go/No-go activity based on early user interviews and requirements from science.
Patients were interested in learning more about the activity and how would it help them.
Early designs onboarding - how to play the game
Intro to the Go/No-go activity and how to play.
Early designs - instructions
GO/No-go practice/tutorial round where patients get more in depth instructions on how to play.
User testing
Understand reactions to Go/No-go prototype stimuli including sources of interest, concern, and confusion to inform continued design and development.
Testing
60-minute 1:1 interviews with patients + peer advisors:
N=4 peer advisors
Mixed demographics, education, and income levels
All in recovery for 5+ years and supporting others
N=4 patients
Aged 28-34; White (3) + Hispanic or Latinx (1); rural (2), suburb (1), city (1); HS graduate (2), some college (1), college graduate (1); HHI below 50k (3), 75-100k (1); CJS (3)
MOUD: Methadone (2), Suboxone (1), Sublocade (1); Mix of lengths from 1-6 months to 3-5 years
What we heard from patients
“Brain strengthens over time resonates because my memory is horrible. I've never heard that before. I knew you could strengthen your brain but I didn't know that someone who used opioids can do that.
I thought that I screwed my brain permanently... it's nice to know that I can come back and to be reminded of that;. most people who have this problem need to be encouraged.”
— Patient
“I'm impressed with the content. My only problem is it's a lot…especially longer parts of the app that are explaining how to use it, which definitely should be narrated.
Maybe one or two screens at the most - like one screen that says here's the door to what's coming up now, and then move to the next screen and it's narrated.”
— Peer advisor
Next iteration - Implemented changes based on user feedback
Onboarding - shortened onboarding
Practice round - added explanation to the practice round
Scoring - score at the end of the game
Reduced the number of screens in the onboarding flow based on the feedback from the user testing.
Introduced clearer instructions in the practice round.
Added a score breakdown and more information on how it’s calculated.
Second round of user testing
Understand reactions to Go/No-go prototype including intro, lesson, practice, words, difficulty, duration, score, and education - including sources of engagement, concern, and confusion to inform continued design and development.
Testing results
Participants generally perceived the brain training prototype as engaging and valuable, enjoying the interactive nature of the game.
Participants were mostly excited about the potential benefits of brain training and found the instructions and scientific explanation helpful.
Participants felt the practice round prepared them well to play Go/No-go but they found it too fast.
Participants found Go/No-go engaging but found some words unclear and/or impersonal, and wanted the game to become more challenging over time.
What we heard from patients
“It was fun. It would get faster and each level would be harder is what I assume. It would benefit all generations and anyone can pick up easily.”
— Patient
“The wording “review progress” - it would take me a second to know what that means. I'd rather it say “review stats”, something that suggests it would quantify my results in some way..”
— Peer advisor
Updates
Made updates based on the user testing feedback:
• Changed “View progress” to “View score”
• Added more in depth explanation of the score
Next Steps
A lot of features didn’t make it in this round because of clinical trial timelines and lack of engineering resources.
Features that were part of this round:
•Pause button
•Score
•Levels
•Practice round
•Exit
Features that didn’t make it in this round:
• Score history
•Themes
•Animations