Project background

When people use opioids in a problematic way, it changes parts of the brain that help with attention, memory, and impulse control. Having poor impulse control often leads to cravings and relapses.

The challenge was translating a clinical intervention into an easy to use and engaging activity.

Trust and motivation were crucial to the process. We only had one chance at a positive first impression; otherwise, users were unlikely to return.

Goal

The activity that helps patients control their impulses in an engaging way.

My role

Senior Product Designer

Visual design

UX flow mapping

Motion direction

User research synthesis

Team

Product Managers

Engineers

Science

Legal team

Regulatory team

QA

Timeline

October 2023 - October 2024

10/23 - 02/24 Discovery and research

02/24 - 05/24 Concept testing

06/24 - 10/24 UI and dev handoff

Solution

A brain-training exercise that works on improving impulse control by teaching patients to withhold responses to drug-related cues.

Activity and how it’s played

Go/No-Go serves as a coping tool to help patients manage cravings and stay on track in their recovery journey. Patients are presented with neutral and opioid related words. They are asked to avoid reacting to opioid words.

How does it help 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

How it started - discovery and research

We began by conducting in-depth exploratory research to understand the lived experiences, needs, and pain points of people in various stages of recovery.

  • 25 patient interviews (60-minute sessions)

  • 5 caregivers

  • 5 nurses

  • 5 peer advisors

  • Quantitative surveys with over 100 participants using dscout

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 brains.

“I’m interested in the finer details of the science behind these exercises. Whether these are conducted in clinical studies or what.”
- Research participant

Onboarding

Onboarding is crucial for treatment, as it educates first-time users on the benefits and effective use of the product.

Practice round

Even after onboarding, some participants faced challenges with the activity.

Confusion arose over task execution. Testing feedback indicated a need for clearer instructions or more support.

Working memory words

“Working Memory Words” is an additional activity in the Go/No-Go. activity. Patients are asked to remember and recall a list of specific words. This activity helps improve working memory.

Score

Participants want to track their performance. The Training Score at the end of the activity displays statistics on each patient’s progress.

Early design explorations

Initial ideas stem from the feedback from the science team and user interviews.

Wireframes onboarding - user testing

These designs were created during the exploration phase and helped gather valuable user research insights.

Iterations

Updates came from user feedback. The first version was too long and text-heavy, making onboarding tiring.

User testing

User testing revealed a desire for more performance and progress details. We added extra score information and exploration options.

Design system

Design system components annotation, and dev handoff

User journeys

Next steps - future concepts

Early explorations for the next steps. In order to make the game more engaging, we wanted to introduce different themes and animations.

Results and outcomes


High task completion and strong engagement were observed across multiple moderated usability sessions.

80%
Participants reported being very interested in brain training


70%
Participants said they would use the app daily

User Outcomes

Participants reported feeling more in control, encouraged by the idea that brain function can improve over time.
Testing revealed notable improvements in task accuracy and response speed across repeated sessions

Business Outcomes

Insights from early testing helped secure client buy-in and Phase 2 funding