EveCreates

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UX Research | Design Sprint | Usability Testing

Lively specializes in providing medical alert devices tailored for seniors. As part of this project, we redesigned their device and developed a companion app for caregivers, enabling them to better assist and monitor seniors.

lively prorotype

Duration

3 weeks

Role

UX/UI Research 

&

Design

Project

University Project

Tools

Figma

&

Figma Jam

01. Overview

Lively fall detection wristband serves as a personal safety device that can quickly detect falls and notify the appropriate parties for timely assistance.

It provides peace of mind for wearers and their caregivers, especially for individuals who are at a higher risk of falling or those with medical conditions that require extra support.

Our goal for this project was to help people who are vulnerable to fall accidents by preventing further harm, decreasing anxiety and potentially minimizing risk of death by providing better communication in emergency situations.

02. Problem

Before our redesign, we identified several issues with the existing Lively medical alert solution, which limited its effectiveness in serving at-risk individuals, particularly elderly people prone to falls, and in supporting their caretakers.

The original product—a wristband medical alert — lacked a dedicated interface for caretakers, which limited its ability to assist them in managing emergency situations and supporting their loved ones.

Additionally, the wristband’s medical-alert appearance often led to social stigma and discomfort for elderly users, making it less likely to be worn consistently. 

03. Design Process

We have used the Sprint method to develop a functional product within a structured, time-bound period. This way we gained insights into the core issues faced by our target group, allowing us to understand their needs more deeply. By testing and iterating, we refined the solution to closely align with the users’ actual experiences, ensuring it addressed their needs effectively.

We have also introduced Change Design, to develop a solution that includes a caretaker-focused mobile interface and a redesigned wearable that appears as a regular watch, addressing these usability and comfort barriers.

01. Mapping day

We began by defining the long-term goal of helping vulnerable individuals by improving communication in emergencies to reduce harm, anxiety, and risk. We developed sprint questions from possible ways of failure, mapped user interactions, and conducted interviews with caretakers and elderly individuals, uncovering key insights. These insights revealed that elderly people often resist welfare technology due to confusion, embarrassment, and fear of new technology, despite the significant risk of unattended fall injuries.

Customer mapping

From the observations we could conclude that fall alert detectors rely on batteries and may generate false alarms or struggle to distinguish normal activities from actual falls, leading to potential reliability issues. Many users find them uncomfortable, forget to wear them, or worry about privacy, reducing their effectiveness. Caregivers appreciate devices like smartwatches and Life Alert for safety, but concerns about user compliance, battery management, and communication persist.

observations

02. Sketching day

On the second day of the Sprint, we have focused on sketching concrete ideas for the product using techniques like Lightning Demos to research similar technologies and broaden our perspective. We drew inspiration from devices like the Apple Watch and explored functionalities outside the Welfare Technology sector to enhance our solution. Each of us created and shared our “Big Idea” through the Four Step Sketch process, presenting a final solution sketch to the group.

sketching process

03. Decision day

The third day of the Sprint was the Decision Day. Here, we were able to gather all of our ideas from the previous day and display them to the whole team. So, we had the opportunity to review and vote on the strongest ideas as a team and leave the final decision to the Decider. To make the best decisions, we focused on the long-term goal (Help people who are in need/vulnerable by preventing further harm, decreasing anxiety and potentially minimising risk of dying through providing better communication in emergency situations), as well as made use of structured processes.


The technique that helped us in the decision process was “The sticky decision”. The process consisted of 5 steps as follows: Art museum, Heat map, Speed critique, Straw pool and Supervote. By the end of “The Sticky Decision” process, we were able to decide as a team on our final solution and move to the Storyboard. The idea of the Storyboard was to sketch the whole user journey through our final product in a detailed way, so each of the participants understands entirely what the prototype will look like.

storyboard

On this day we have also created an in-depth user flow to streamline the path care takers will take in the app to support their elderly or in other ways vulnerable stakeholders.

user flow

04. Prototyping day

We started our fourth day of Sprint by revisiting the Storyboard. The Prototyping day was spent by discussing the user journey and dividing the steps in an equal way. Because our product is meant to be a digital interface, we have decided that the best tool to create our prototype would be Figma. The process continued with each of the participants focusing on their parts. To ensure design consistency, we had several check-ins, where we displayed our work and made decisions together. 

prototype

05. Testing day

On the final day of the Sprint week we have dedicated a whole day on testing the solution with probable users, listening to their needs and finding new ways how we can adapt our solution to them. We have built an interview/task guide by using the technique of the Five Act-interview to make sure our users feel comfortable to answer our questions. We have tested on 5 interviewees as according to Jacob Nielsen 85 percent of the problems in a presented prototype can be observed after interviewing just five people. During the interviews we took notes of any likes, dislikes, questions or ideas that our users had and put it onto a whiteboard.

After the interviews we came back to the whiteboard and looked for patterns. We have found out that users felt like the onboarding could be more intuitive, that there should be a bigger emphasis that the app’s main purpose is fall detection rather than health statistics and that the switching between different care receivers was confusing and not emphasized enough. The rest of the day was spent generating new ideas and readjusting the design to fit the user’s needs.prototype changes

04.  Solution & Prototype

Through thorough research, strategic planning, and effective coordination, we designed an improved Lively solution that directly addressed the challenges faced by elderly care receivers and their caretakers.

For elderly users, the device was simplified to minimize interactions, resembling an analogue watch to reduce stigma and maximize comfort. A key feature ‘panic button’ was introduced to enhance overall every day safety.

For caregivers, we alleviated stress through an app that monitors essential indicators like battery life, device usage, and vitals, addressing significant safety risks. Additionally, a built-in chat function supports seamless communication among multiple caregivers, ensuring continuous coordination.

These enhancements made the product more accessible for elderly users while reducing caretaker stress through comprehensive monitoring and communication.

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