Outpatient Empathy Refining the Waiting Experience during Medical Daycare visits Amen Salami Supervisor: Eugenia Bertulis Emily Carr University of Art + Design, 2020 Amen Salami © 2020 Outpatient Empathy Refining the Waiting Experience during Medical Daycare visits by Amen Salami Supervisor: Eugenia Bertulis A Critical & Process Documentation Paper Submitted in Partial Fulfillment of the Requirement for the Degree of Master of Design Emily Carr University of Art and Design, 2020 Amen Salami © 2020 Acknowledgements Acknowledgements I want to use this opportunity to express my sincere gratitude to everyone who has helped me through this journey. First, I thank God almighty, who gave me life and the ability to accomplish this phase of my life. To my mum, dad, brother, and sisters, I say thank you for the support. To my supervisor, Eugenia Bertulis, thank you for your valuable guidance and insights. Also, I want to thank my internal reviewer, Katherine Benjamin for the numerous suggestions and support. To the entire community, starting from my instructors; Helene Day Fraser, Keith Doyle, Louise St. Pierre, Chris Jones, Katherine Gillieson, Laura Kozak, Gillian Russell, Craig Badke, Celeste Martin, and Bonne Zabolotney, and to all my design peers. To Minetaro (Min) Naruki-van Velzen, and all staff of Jim Pattison Outpatient Care and Surgery Center, and Fraser Health Authority, I say thank you for allowing me to do my research at your site and the support. To the team at the Health Design Lab, Caylee Raber, Nadia Beyzaei, Andrew Sui, and Lisa Boulton, I say thank you. To Lois Klassen, thank you for reading through and providing feedback on my ethics application. Finally, to my sister, who lost her life going through this journey called life, you are remembered now and always. iii iv Table of Contents Table of Contents Acknolwedgements Table of Contents Abstract Glossary of Terms Introduction 1.0 Beginnings 1.1 Understanding service design and the role of the designer in creating change in a healthcare facility 1.2 Exploratory prototyping and mapping experiences using journey maps and service blueprint 1.3 Insights from the mapping exercises 1.4 Use of design sprint for exploration, idea generation, and prototyping 1.5 Design outcomes from design sprints 1.6 Insights from design sprint I & II as an activity to further explore and brainstorm possible design outcomes 2.0 Continuing design 2.1. Moving from exploratory to evaluative prototyping through interviews and user testing 2.2. Desktop Walkthrough method and insights 2.3. Interviews, workshops and user testing 2.4. Insights and new understanding from interviews, workshops and user testing 2.5. Designing for the user model (persona) 3.0 Designed touchpoints for improving the outpatient waiting experience 3.1 Prototyping design criteria and design language elements 3.2 Patient pathway prototype app and key features 3.3 Patient pathway armband 3.4 Patient pathway board 3.5 Storyboard of outpatient’s future state experience 4.0 Conclusion: challenges and opportunities when implementing service design in healthcare 5.0 References 6.0 Appendices Abstract v Abstract Keywords Extended wait time in healthcare affects the experience and overall percep- Outpatient tion of care for outpatients as well as the stress it puts on the clinical team Medical Daycare that is providing treatment services. Service Design Touchpoints Through this research, some factors like the lack of information about Patient Experience treatment encounters, and insufficient interaction and understanding of Exploratory Prototyping what goes on behind-the-scenes during waiting periods have been seen to Evaluative Prototyping contribute to extended wait times. Wait time affects more than just the physical wellbeing, but also the aspects of the economic and psychological aspects of the patient (Chu, Holly, et al., 8). Therefore, the goal of this research was to use participatory methods to understand and identify potential design opportunities that can help improve the outpatient experience by reducing the effect of the factors that contribute to the extended wait periods. This research is carried out at Jim Pattison Outpatient Care and Surgery Center, an outpatient facility in Surrey, British Columbia. The research goes through phases of needs finding through exploratory prototyping with stakeholders, which includes mapping the outpatient journey during their visit to the facility. Afterward, based on the insights that were gathered through these exploratory activities, the next was to conduct participatory design workshops, including an interview with health professionals. The outcome of these activities was a potential design opportunity that would give outpatients more information about their treatment encounter, and what happens behind-the-scenes as a way of improving their experience during extended wait periods. The design opportunity that was prototyped and iterated on is called the patient pathway. It includes an app prototype, an armband, and an information board. vi Glossary of Terms Glossary of Terms Outpatient – Healthcare insurance.org describes an outpatient as “An individual (patient) who receives health care services (such as surgery) on an outpatient basis, meaning they do not stay overnight in a hospital or inpatient facility” (Outpatient: What does outpatient mean?). Medical Daycare – A type of outpatient clinic located at Jim Pattison Outpatient Care and Surgery Center, Surrey. Service Design – Service design uses different methods to understand the customer/user experience while using a service and the systems provided by the service provider. “Service design aims at designing services that are useful, usable and desirable from the user perspective, and efficient, effective and different from the provider perspective” (Mager and Sung, 1) Touchpoints – Touchpoints make up the different places and points of interaction between the customer/user and the service. Patient Experience – The way a patient feels when interacting with one or more aspects of a service over a period. The Beryl Institute defines the patient experience as "the sum of all interactions, shaped by an organization's culture, that influence patient perceptions across the continuum of care" (LaVela and Andrew, 26). Design Sprint – “The sprint is GV’s (Google Venture) unique five-day process for answering crucial questions through prototyping and testing ideas with customers" (Knapp, et. al., 9). Actors – Within the context of this research and in healthcare, the word actors has been borrowed from Vink et. al.’s work. They include everyone who are part of and contribute to value creation from an institutional standpoint. “Innovation in healthcare requires changing the institutional arrangements or what are often referred to as ''the rules of the game." Such a change demands that actors do institutional work-intentionally creating, disrupting, and maintaining the entrenched ways of operating within the system” (Vink et. al., 19). Introduction 1 Introduction This research aims at improving the experience for outpatients by refining touchpoints during their encounter at the Medical Daycare in Jim Pattison Outpatient Care and Surgery Center using service design methods. The patient population for this research predominantly resides within the Surrey community in British Columbia, Canada. It is important to note that a key aspect in outpatient care, specifically those on the first visit, can sometimes be a challenge on the part of the healthcare system and the outpatient during the process of onboarding and as such this research seeks to investigate what happens during the waiting period during their visits by answering the question; How might we improve the outpatient experience through refinement of existing touchpoints during extended wait period at the Medical Daycare at Jim Pattison Outpatient Care and Surgery Centre? To answer this question, I used a generative research approach through participatory activities that become insights used to introduce touchpoints that provide more information, transparency, and behind-the-scenes activities to improve the experience for outpatients during extended waiting periods. One of the main insights through this research with healthcare professionals is that the waiting period can last for as long as 3 hours to a whole day. One key insight from methodology and process of making reveals that prototyping roughly provides an opportunity for better engagement and discussion when working with health professionals and participants. In addition to this, mapping exercises are a good approach to exploring the problem space and identifying real opportunities, because it allows stakeholders to visualize the interactions that happen between people and their service. Furthermore, the research revealed that outpatients do not have enough information to understand why they have to wait for long, what happens during their wait, and what to expect during their treatment encounter. When wait time is inevitable, a way of improving the experience for outpatients, from a clinic environment perspective is to discern factors that are responsible for wait times that are within their control that they can manage (Chu, Holly, et al., 2). The research specifically focuses on the experience of outpatients during their treatment encounter at the Medical Daycare. However, it is important to note that service design looks at the holistic experience, which also includes pre and post-care experiences. 1.0 Beginnings 1.1 Understanding service design and the role of the designer in creating change in a healthcare facility 1.2 Exploratory prototyping and mapping experiences using journey maps and service blueprint 1.3 Insights from the mapping exercises 1.4 Use of design sprint for exploration, idea generation, and prototyping 1.5 Design outcomes from design sprints 1.6 Insights from design sprint I & II as an activity to further explore and brainstorm possible design outcomes Beginnings 3 1.0 Beginnings Fig. 1 below highlights the activities that all contributed to the research through insights that led to the design opportunity through the space of 15 months. Fig. 1 Timeline of design research (independent and participatory) The process of progressing from primary research to independent work and the use of supporting literature to ground the research on existing theories and knowledge in the field. Some of the main activities were exploratory prototyping through mapping exercises and design sprint and evaluative prototyping through interviews and user testing with healthcare professionals (illustration by the author). 4 1.1 Understanding service design and the role of the designer in creating change in a healthcare facility Service design involves the front stage and back stage activities that happen during a customer’s encounter of a service. The front stage is the artifacts and things that the customer sees, while back stage is the activities that propel and make the interaction with the service possible. For example, when a customer decides to go on vacation, the booking website and attendants make up those that are front stage interactions, while the technical system that allows the processing of the request make up the back stage activities. Jim Kalbach, an instructor, and author in user experience in his book mapping experiences explains the front stage interactions as the individual experiences and backstage as the process necessary to provide a service (229). This is to say that the practice of service design is very much involved in the experiences that are visible from an individual standpoint as well as the behind-the-scenes activities that facilitate these experiences. Furthermore, service design takes into account the journey that the customer goes through and the interaction in the form of experiences over time. Mager and Sung, professors in service design and industrial design respectively explain that service design focuses on the experience throughout the customer journey, including the experiences before and after the service encounters (1). In other words, understanding how a customer flows through the entire service experience is an integral part of service design. Service design aims at designing services that are useful, usable, and desirable from the user perspective and efficient, effective, and different from the provider perspective (Mager and Sung 1). It also involves the action that is required to execute high-quality care service to carefully plan and promote coordinated action (Shaw et al. 1). In the field of design, there are practical methods and techniques which service design uses as methods towards the improvement of services (Yu and Sangriorgi, 201). Previously, most of the writings on Service Design were around the context of business but has since evolved to other areas. Shaw et al. described service design to have been made famous through the work of IDEO in the late 1990s (2). Beginnings Beginnings 5 In recent times, there has been advocating the need to create change in the way care is delivered and the experiences for patients during their treatment encounters and visits. MoreMore and more emphasis is being placed on empowering patients. However, the system often does the opposite and as a result, creates a hierarchy that often times entirely isolates the patient in the process and leaves the power to clinicians. Twentieth Century French philosopher, Pierre Bourdieu used the concept of Doxa to describe how power is used in an internalized way in healthcare. He observed that there is a subconscious internalization of attitudes, knowledge, beliefs, and values within the culture of healthcare as exhibited by physicians (Nimmon, Laura, and Terese Stenfors-Hayes, 2). This is to say that there is often a hierarchy that exists within the healthcare system. This heirarchy negatively affect the time it takes to make decisions, which can affect how quick patients get attended to. Fig 2. A visual representation of the designer's role in the patient - care provider interaction Image A: Shows the current flow of outpatient through their treatment encounter where they go through a linear process starting with interacting with touchpoints to finally meeting with the doctor at the end of their encounter. Policies and processes within the healthcare system, which does not often deliver the best patient-centered outcome, directly influence the role of each actor. Image B: Suggests a new system of a level playing field between the different touchpoints and the respective interactions that happen with the patient. In this new model, the designer will work as the in-between to identify and create new opportunities that start with the patient and blurs the lines of hierarchy across touchpoints. (illustration by the author). 6 Furthermore, considering that patients are reliant on their interaction and care received from clinicians, the play of power in the system creates an unequal relationship, which negates the practice of communicative physician-patient relationship, which improves patient outcomes as a result of physicians’ possession of health professionals (Nimmon, Laura, and Terese Stenfors-Hayes, 2). The interest of the patients must be a priority for the medical professionals ahead of the self-interest of clinicians (Heidarnia and Heidarnia, 131).To this end, the role of the designer becomes strategic in supporting a shift toward patient-centric care within thisexisting complex system. The best way to ensure a distinct outcome within this sort of complexity is to put the people who are going to use the service, rather than the design object, at the heart of the design process (Lovlie et al. 75). This approach is referred to as human-centered design. Therefore, changing the pattern of care delivery is a step in the right direction in improving healthcare systems to better meet the needs and expectations of patients (DeVoe et al. 71). Over time, in attempting to bring about change, designers have had to come up with one or more proposals, such as introducing new service configurations or generating radically new design opportunities from outside the system (Freire and Sangriorgi, 3). Some of the tools often used in service design will be discussed in the next section. Beginnings Beginnings 7 1.2 Exploratory prototyping and mapping experiences using journey maps and service blueprint “Exploratory prototyping is mostly done for yourself or the core project team. Prototypes are created in parallel to quickly compare different options and perspectives” - Stickdorn et al., 2018, p. 213 Understanding the experience of patients and other beneficiaries of service requires the use of mapping methods. Trischler et al. in their work mapping public services suggests the use of three service design methods in identifying user experience and designing better public services, which includes personas (a fictitious user profile of a specific target group), visualization and mapping techniques (used in transforming the systems and processes into visible dimensions) to create clarity about what elements within the service system have contributed to the experience and finally observational techniques (enabling the designer to ‘walk in the customer’s shoes) to provide a clear picture of how the user experiences a service (724). These three methods have been used for this research to guide the process of moving from a space of broad understanding to specifically having to map the outpatient experience within the Medical Daycare and identifying design opportunities. 8 Beginnings Fig 3. Initial sketches from the mapping exercise with health professionals at JPOCS and Outpatient Rehabilitation Center at Surrey Memorial Hospital The process of mapping the outpatient experience began with sketching cards of the different stakeholders (outpatients – children, adults, older adults, clerk, nurse, and doctor). The process of working in a very rough and low-fidelity state had a way of improving the discussion and engagement with health professionals.This was an initial exploratory activity aimed at identifying opportunities for the research used to identify deeper interactions as well as emotional phases during the outpatient medical daycare visit. Image A: Outcome of journey mapping exercise with health professionals at JPOCSC. Image B: Outcome of journey mapping exercise with health professionals at the Outpatient Rehabilitation Center. (illustration by the author and health professionals at both sites) Beginnings There were two journey mapping activities; the first one was at JPOCSC (primary research site) and the second was at the Outpatient Rehabilitation Center at Surrey Memorial Hospital. Both activities at the two outpatients’ facilities were conducted in a similar pattern where health professionals were in control of the process through participatory making. One of the initial activities was to explore the problem space by creating a journey map with a patient care coordinator at JPOCSC. Journey maps in service design research is a valuable method used to visualize the journey taken by a customer, indicating how they interact with service from start to finish. It is a tool used for understanding the service process, capturing activities, emotion, and the location where these interactions take place relative to time. Zomerdijk & Voss (qtd in McCarthy et al.) in their research Service Design for Experience Centric Services explains “journey maps go beyond the static view of other service design methods by illustrating the relationship between the customer and the service organization as dynamic and ubiquitous within the system” (357). In healthcare, journey maps have become even more popular as an approach used in understanding the patient’s journey and how to provide better healthcare outcomes. Considering this usefulness of journey maps, having a workshop with health professionals (care providers) at Jim Pattison Outpatient Care and Surgery Center to map the process was both a generative and an opportunity to identify the problem space. Doing the journey map exercise with health professionals showed that outpatients had little interaction while they waited for the treatment encounter, which resulted in having little information of the procedure besides the initial check-in that happens at the reception with the clerk. Considering that the clinical process involves a combination of different stakeholders and individuals, the mapping process helps bring everyone together who is responsible for improving the process (Ben-Tovim, David I, et. al. S15). The impact of this will be discussed later in this research and how it affects the experience, with regards to the waiting period, which is the focus of this research. 9 10 Beginnings There were two journey mapping activities; the first one was at JPOCSC (primary research site) and the second was at the Outpatient Rehabilitation Center at Surrey Memorial Hospital. Both activities at the two outpatients’ facilities were conducted in a similar pattern where health professionals were in control of the process through participatory making. One of the initial activities was to explore the problem space by creating a journey map with a patient care coordinator at JPOCSC. Journey maps in service design research is a valuable method used to visualize the journey taken by a customer, indicating how they interact with service from start to finish. It is a tool used for understanding the service process, capturing activities, emotion, and the location where these interactions take place relative to time. Zomerdijk & Voss (qtd in McCarthy et al.) in their research Service Design for Experience Centric Services explains “journey maps go beyond the static view of other service design methods by illustrating the relationship between the customer and the service organization as dynamic and ubiquitous within the system” (357). In healthcare, journey maps have become even more popular as an approach used in understanding the patient’s journey and how to provide better healthcare outcomes. Considering this usefulness of journey maps, having a workshop with health professionals (care providers) at Jim Pattison Outpatient Care and Surgery Center to map the process was both a generative and an opportunity to identify the problem space. Doing the journey map exercise with health professionals showed that outpatients had little interaction while they waited for the treatment encounter, which resulted in having little information of the procedure besides the initial check-in that happens at the reception with the clerk. Considering that the clinical process involves a combination of different stakeholders and individuals, the mapping process helps bring everyone together who is responsible for improving the process (Ben-Tovim, David I, et. al. S15). The impact of this will be discussed later in this research and how it affects the experience, with regards to the waiting period, which is the focus of this research. Beginnings 11 Fig. 4 Iteration and detailed sketch of the outpatient journey map with JPOCSC The redesigned journey map visualizes more details of the interaction that happens during an outpatient visit to the Medical Daycare. The image shows the high points and low points as well as areas of opportunity for the research and insights that contributed to the design opportunity (illustration by the author). 12 Beginnings The next activity after the journey map was to create a service blueprint to visualize the interaction that is visible to the outpatient and those behind-the-scenes. Service blueprints show the activities that happen front stage and backstage in the process through a collaborative process with members of the team (Stickdorn and Schneider, 204). The service blueprint has five main components; the physical evidence, actions (outpatient actions), front-of-stage interactions, back-of-stage interactions, and support process. Fig. 5. Visual representation of the service blue print For my design, the service blueprint served as both a process to help map out the interactions that happen, and also as a generative tool that would be iterated on later in the research. Creating a service blueprint is a valuable exercise in my process within service design. It visualizes some design opportunities, specifically around wait time as can be seen at the topmost row (physical evidence) (illustration by the author). Beginnings 13 1.3 Insights from the mapping exercises Journey maps are a useful tool that is used to explore potential design opportunities by way of understanding gaps in customer experience (Stickdorn et al., 2018, p.44). For this research, understanding the experiences through exploratory activity is very key, because it helped provide an avenue to compare and understand the journey of outpatients at two types of outpatient facilities (JPOCSC and Outpatient Rehabilitation Center in Surrey Memorial Hospital). The experiences varied, most notably with regards to the wait time. One of the reasons for this, which was identified through the mapping session, was that outpatients who visit the rehabilitation center have a better idea of the process because their encounters are usually repeated compared to that of JPOCSC. In other words, two different purposes for facilities mean two different types of experience for the outpatient. Similar to those of other services, cancellation of appointment by outpatient also contributes to waiting time experienced at JPOCSC. Comparing these outcomes and visualizing the entire journey reaffirmed that there was an opportunity to redesign the experience e at JPOCSC, considering that their facility had a problem of wait times caused by a variety of factors. While journey mapping and service blueprint are useful exercises, the potential weakness is that the information can become overwhelming, and stakeholders may become too attached and may want to withdraw without going further in needs finding. To prevent this from happening, it is important to clearly articulate the purpose of a mapping exercise from the onset, however, it is less likely to happen when creating a service blueprint because it is usually designed in the later part of the mapping process when there is a shared understanding amongst stakeholders. 14 1.4 Use of design sprint for exploration, idea generation, and prototyping A very important part of the research is the design sprint. The design sprint process that was used for this research is inspired by Google, which was developed by Author Jake Knapp while he was working as a design partner at Google Ventures. It uses a five-day period (Monday to Friday) to answer design and business-related questions through ideating, prototyping, and testing with customers, however, this five-day timeline can be modified depending on the context and limitations. Some reasons to shorten the duration are as a result of the intensity, if unpaid or if there are no perceived direct benefits from the participants’ point of view. I conducted two design sprint workshops and chose to run it for three days; 4 hours on the first day (understanding, divergent & convergent phases), 6 hours on the second day (prototyping), and 4 hours on the third day (testing). The design sprint was conducted with peers, and the aim of the workshops within the context of this research was to generate ideas and explore the problem space further through participatory activities. Beginnings Beginnings 15 Fig. 6 Visual representation of Design Sprint I&II The visual shows how each phase of the design sprint activities contributes to identifying the design opportunity. Very key in the process is the iterations that happened during the time that initial design outcomes had been identified through the spring activities (illustration by the author). 16 Beginnings The process started with getting background knowledge of the research space as participants had asked crucial questions to know the problem is the purpose of the project, the benefits of the project from the short-term to long-term, and what questions were needed to be answered. Cards were handed over to participants that had a list of insights and knowledge-to-date about the users (outpatients) and the opportunity space. Participants used this opportunity to sort out each card into themes (see Fig. 7 and 8). This process of sorting helps create a hierarchy of information, which in the process helps narrow insights from the bottom up in a way that is coherent and easy to understand. For example, some of the ideas placed in categories included; problems of interactions with care providers, the reduced amount of information that is available, and unavailability of a system/device to use in times where they needed more information, which was all gotten from the initial mapping exercise. Fig. 7 A participant interacting with the insight cards and sorting them into categories. The process of sorting the cards helps in the process of narrowing down and placing initial ideas into categories. Beginnings 17 Fig. 8 An image of the problem definition card. The next activity was to inspire participants by introducing a visual of the outpatient journey (see fig. 9 and 10). The journey map shows each stakeholder’s journey (fig. 9) and the combined patient and nurse (fig. 10) interaction. Visualizing things in this format allowed participants to be able to get a sense of how the opportunity space could be brainstormed and ideated. Fig. 9 Top Image: The outpatient journey map. This image shows a top-level flow which the outpatient goes through from the time of arrival through treatment encounters. (illustration by the author). Bottom Image: The care provider journey map, similar to that of the outpatient shows how the service deliveries as well as backstage actions that can help improve the patient experience. 18 Beginnings Fig. 10 The image shows an overlap of the patient and care provider journey. The blue circles are the areas where the outpatient actions, while the purple indicates the care provider's actions. This visual representation is overlapped to show the interactions and easy comprehension of the flow from a holistic viewpoint. (illustration by the author). Insights from the sessions were shared with health professionals, which revealed that wait time at the Medical Daycare goes up to 3 hours to a whole day, which was a key insight that has driven the research opportunity. This useful user data helped create the right environment for the workshop to encourage free discussions about how existing interactions occur as well as some of the needs and behavior of the patient. It was also an opportunity to develop a shared understanding amongst participants of who the stakeholders (patient and care providers) are. The outcome of this activity was the design of user personas visualizing their interactions using the journey map. This activity was a way to explore the problem space through divergent thinking further to understand the user, their aspirations, their pain points, and gaps in the quality of service that they receive. The next phase of the sprint activity was sketching. The use of the sketch was to further explore the opportunity space. It is an approach of exploratory prototyping as ideas were introduced as a way of encouraging divergent thinking. Approaching it in this manner allowed for everyone to stay within the goal and context of the research. At this phase, we had started sketching our ideas as roughly as possible. Beginnings 19 At the end of this activity, participants had an opportunity to discuss their sketches verbally with the team thereby giving and receiving feedback across the board. At the end of this activity, we had over ten ideas by the time we had finished, which could serve as stand-alone design opportunities. We had come to the end of the divergent phase. At this point, ideas are passed around and developed individually. Each participant sketched the next person’s idea as a way of encouraging team working and collaboration, whereby an idea becomes a collection of every individual member’s effort within the group. It was also an excellent way to have those who are not comfortable talking to share their opinion and insights freely without feeling overwhelmed.The last activity was scrutinizing and selecting ideas through a process of heat mapping. We placed individual sketches from each participant on a whiteboard and used colored dots to form heat maps indicating ideas that should be prototyped (see fig. 11, 12 and 13). The colors of the dots used were red, yellow, and green. The red dot was placed on ideas that could have possible restrictions and constraints, which would make it challenging to implement. The yellow dots were a mid-point to represent ideas that are somewhere in-between and could do with a little more finessing. The green dots described concepts that had little to no restrictions and were in alignment with the design problem and was feasible, taking into consideration possible constraints. The ideas that had three green dots represent the idea of the patient priority cards and patient priority. Fig. 11 The image on the left shows the final sketch that had the highest number of green dots - the patient priority card and patient priority infographics. 20 Beginnings We had come up with the names for the prototypes during the session. At this phase, we had the belief that this was the final design prototype, however, there was a shift which will be discussed later in this research. Fig. 12 An image showing how translucent dot sticky notes were used to select ideas to be prototyped. Fig. 13 Image of sketches on a whiteboard showing three sticker colors; Green, Yellow, and Red. The green stickers are ideas that are ready to be prototyped. The yellow dot stickers would require a few modifications, and the red dot stickers do not sufficiently address some of the design needs Beginnings 21 1.5 Design outcomes from design sprints A. Outpatient Priority Cards The idea of the outpatient priority cards is a design opportunity that communicated different directions for different outpatient categories (see fig. 14 for sketches). It uses three colors (Green, Orange, and Purple) with complementing shapes and duration (Triangle, Circle, and Square). Considering that outpatients start their interaction from the reception, the idea of the patient priority card is a touchpoint that is handed over to outpatients by the clerk as an initial representation of the duration of their treatment encounter. The green card with the triangle shape is for outpatients whose encounters are less intense and would require just a few hours to complete. It could be anywhere from 30 minutes to 1 hour. The orange card with the circle shape is for patients whose procedure may go up to 3 hours and may require multiple encounters through their journey at the Medical Daycare. The third card, which is the purple card with a square shape are for visits that may last anywhere between 3 hours to a whole day and involves multiple encounters. Fig. 14 Images of the sketch wall with all the ideas from participants 22 Beginnings B. Outpatient Priority Infographics This idea of a priority infographic is to visualize the outpatient journey as a support touchpoint that gives information to patients about their journey while they wait. The idea is to imagine the journey like a race where the number of encounters represents milestones (see fig. 15). Also, giving more information about the care team, the priority cards, and the different stages that they have to go through. It is intended that they will be placed in the waiting area. Fig. 15 Close-up shot of the process of iterating and prototype of the outpatient priority card and infographic design. (illustration by the author). Fig. 16 Image showing where the priority card design opportunities are situated within the outpatient journey map (illustration by the author). Beginnings 23 C. KYN (Know Your Needs) Interactive Boards The KYN is an interactive board designed to provide a customized experience for patients, at which they can get information about their treatment based on the filters that they provide to the system (see fig. 17 for sketches). The board will help manage the uncontrolled display of information through posters on the wall of the facility, thereby giving outpatients more personalized information. The interface would have language translation and voice activation as a way of also addressing the call for universal design. This proposed design opportunity has a very close similarity to the final design outcome in terms of the medium and technology. Fig. 17 Sketch of the KYN (Know Your Needs) interactive board. The visual shows sketches of how it is intended to be used and where it is placed at the MDC. 24 Beginnings Fig. 18 Image of the KYN (Know Your Needs) prototype. The materials used for the prototype are corrugated cardboard, straw, paper, glue, and tape. D. Patient Friendly Packet Patient Friendly Packet is one of the design opportunities designed as cards enclosed in sleeves, which will be handed over to patients just after they check-in (see fig.20). Information that is specific to each service is in this material provided at the medical daycare. Information includes; name(s) of everyone on the care team through their treatment encounter, what outpatients should know about their treatment encounter, images, infographics, and personal stories. Once the patient begins their treatment, the cards will be retrieved from them. This design opportunity was modified and infused into the final design opportunities as a result of new insights from health professionals during user testing and interviews. Beginnings 25 Fig. 19 Image of the heat mapping activity and a sketch of the patient friendly packet. Fig. 20 A prototype of the patient friendly packet. The sleeves are designed to hold cards that pass information to the patient during their visit to the MDC. Most of the features of this prototype has been introduced into the final design opportunity prototypes at the end of the research. 26 Beginnings Fig. 21 Image showing where the “KYN” design opportunities are situated within the journey map (illustration by the author). On the 3rd day, I had to test the ideas with participants through role-playing, similar to the experience in the waiting area. I set up space and made participants sit facing each other after checking-in like patients would typically do (See fig. 22). At this point, the design solution was tested with participants through role-playing and iterated on subsequently based on feedback. The process involved looking at each member and not as a group to avoid biases and clouded judgment based on another participant’s response. Beginnings 27 Fig. 22 An image showing the seating arrangement of a classroom was simulated to look like the waiting area including the prototype positioning at the Medical Daycare area. The waiting area is arranged to have outpatients facing each other while they wait. Fig. 23 An image showing how the infographic prototype is placed within the waiting area. This touchpoint is aimed at allowing outpatients to get more insight and information into their treatment encounters. 28 Beginnings 1.6 Insights from design sprint I & II as an activity to further explore and brainstorm possible design outcomes Through these design sprint activities, it was evident that there is a need to have more check-in and information from the care team, during extended times at the Medical Daycare. In realization of this opportunity and to address the design opportunity, it will require top-level intervention by getting more support from the policymakers, which often can require a more incremental approach. This project has attempted to solve this problem by interviewing administration-level healthcare professionals, and suggests an opportunity for future research to look into the area of policymaking and intervention within this space. Also, another insight from the sessions revealed that during these extended wait times, providing information materials in the clinic that were more educational and customized could potentially improve the experience, as outpatients will have control of what they are exposed to while they wait. The possibility of providing more transparency regarding backend service activities was also explored during the sprint session. Another insight that remained consistent through the research is the problem of information overload. Having asystem looking at opportunities for progressive disclosure that could condense and simplify this process for outpatients would be a step in the right. In other words, good design also entails delivering information that is not too much. This insight developed into the choice of design outcomes that provide outpatients with details about their encounter and would prepare them for the procedure through the use of a simplified system. Design sprint II was an opportunity to iterate and narrow down on some developed ideas. Finally, the test sessions on the third day showed that going in for treatment, outpatients tend to be bored and anxious (See appendix for notes on user testing) and they would like to educate themselves while waiting by getting more information about the room and treatment encounter. 2.0 Continuing design 2.1. Moving from exploratory to evaluative prototyping through interviews and user testing 2.2. Desktop Walkthrough method and insights 2.3. Interviews, workshops and user testing 2.4. Insights and new understanding from inter views, workshops and user testing 2.5. Designing for the user model (persona) 30 Continuing Design 2.0 Continuing design The next phase of the research, it involved shifts and approaches that were generative and focused on the opportunity space that had been identified through initial exploratory research. The activities included prototyping with desktop walkthroughs, interviews, workshops, user testing and designing a provisional persona. 2.1. Moving from exploratory to evaluative prototyping through interviews and user testing Whether formal or informal, evaluative prototyping helps you to converge again, to start reducing the number of options you have and decide on what to focus on” – Stickdorn et al., 2018, p. 213 Continuing Design 31 2.2. Desktop Walkthrough method and insights Desktop walkthroughs are a good way of interpreting insights and design opportunities from the phase of exploratory prototyping to stakeholders. Desktop walkthroughs are a crucial tool in service design because they allow for easy collaboration within the design process. Fig. 24 Image showing the making process of the desktop walkthrough. The final prototype shows different locations within the Medical Daycare labeled for easy identification. Evaluating the prototypes using different methods was a way of converging ideas to what is feasible based on the research context and site requirements by creating a focus on sketched ideas. The prototypes that were later introduced to health professionals to get feedback. One of the most significant shifts in the design prototypes was going from the word ‘priority’ to ‘pathway’, which was a result of health professionals suggesting that each outpatient is a priority, only that they all have independent pathways. The outcomes are: the Patient Pathway App, Patient Pathway Armband, and Patient Pathway Board. The Patient Pathway App is the lead design outcome with others introduced as support to the healthcare environment and added information with the pathway board and armband, respectively 32 Continuing Design 2.3. Interviews, workshops and user testing Resistance to change within healthcare can sometimes complicate the process. A way of causing a change in healthcare will involve actors changing the institutional arrangement, using the enduring rules, norms, roles, and beliefs (Walling & Fuglsang, 2017 in Vink, Josina, et al. 2019). Interview and testing with Health Professionals Taking the priority prototypes to healthcare health professionals at JPOCSC is a part of the evaluative process whereby their input. The arrangement for this workshop had been made with the site manager much earlier in the project. They were two clinical/patient care coordinators (PCC), one of whom currently oversees activities within the Medical Daycare at JPOCSC. While this process introduced very useful key insights, there were some challenges in the process like getting ethics approval on time and the process of using healthcare language to create shared understanding. Fig. 25 Image showing the process of information gathering from health professionals through interviews. Each question is categorized with specific emphasis on the intersection of findings (illustration by the author). Continuing Design 33 The interview was designed into three parts; background, experience, and empathy (see fig. 25). The first questions were about the background (primarily getting an understanding of the care provider’s role within the facility). The second set were experience (their observations and measure that have been put in place to improve the patient experience). Lastly, empathy (involves the opportunity from their lenses on how to enhance the experience for outpatients) (See appendix for interview questions). With this plan, it made the process more seamless in getting rich information that would help in the redesign and improvement of the prototypes and a starting point for what the design opportunity could be (Green intersection with the question mark “?” in fig 25). Fig. 26 Image of the iterated outpatient journey map was part of the materials used for the workshop with health professionals. The use of pink sticky notes helps to indicate where each prototype will be placed within the patient’s journey within the facility. 34 Continuing Design Fig. 27 An image of the patient priority infographic. The prototype is designed to provide more information about patient priority, priority cards, and the care team. This was also part of the materials that were used during the workshop. Continuing Design 35 Workshop and testing with Faculty and Peers The sessions were carried out with faculty and design peers. The first activity with faculty had them role-play as outpatients. Role-playing is one of the methods in service design used in exemplifying a real context or scenario. The materials used were the desktop walkthrough, and prototypes. This activity was planned to last up to 30 minutes, which gives enough time to go through the questions and introduce the prototype, which participants. Fig. 28 Image of the first role - playing exercises with faculty Fig. 29 Image of the second role - playing exercises with faculty 36 Continuing Design The next activity was with design peers where the prototypes used for the testing session were the patient pathway armband, pathway infographic board, and pathway app prototype. Also, there was a task scenario for participants to go through as a protocol towards the objective of user testing. Fig. 30 The patient pathway app prototype with the task scenario. The task scenario serves as a guide for the participant to go through the different stages of the task. Participants had to go through a similar experience as an outpatient. The first activity is to check-in, get seated and wait to be attended by a clinician. Fig. 31 An image of the first user testing with a participant. Continuing Design 37 Fig. 32 An image of the second user testing with a participant. Fig. 33 An image of the third user testing with a participant. 38 Continuing Design Fig. 34 An image of the fourth user testing with a participant. 2.4. Insights and new understanding from interviews, workshops and user testing These sessions with health professionals, faculty and peers provided new insights and considerations when going forward with the research. As I had anticipated, the process helped in narrowing down and suggesting what design opportunities will best fit the current requirements within the facility and how well it was in sync with other existing design opportunities. One of the early suggestions to health professionals, which were an initial idea that I had during the early exploratory phase, was the possibility of nurses potentially moving up on the stage of interaction to feature much earlier in the outpatient’s journey. However, health professionals at JPOCSC felt that this modification was a disruption of the current process and will better of happen incrementally if at all. This was very vital feedback, which could potentially open up more space for future research. Another insight was that the word priority connoted a different meaning, which they believed could be misleading simply because every patient is regarded as a priority in healthcare and based on this the materials were renamed going forward from after the activities with health professionals. This was one key insight that has stayed throughout the research and brought about the change of name from “priority” to “pathways”. Continuing Design 39 Lastly, health professionals were of the opinion that instead of making a promise on the amount of time it will take for patients to get treated, it will be more realistic on the part of the care providers to prepare patients for what to expect during their visit. This insight is very vital to the decision on the information and structure of the pathway design prototypes. Some of the lessons learned from conducting activities with internal participants through role-playing are that there are tendencies of possible biases. For instance, the activity with faculty in the university saw them switch from role-playing as an outpatient to a more classroom instructor role and back again. However, this switch was an opportunity to get useful insight into the process. 40 Continuing Design 2.5. Designing for the user model (provisional persona) Personas are useful in keeping a focus on the design target by eliminating some of the potential pitfalls of designing for a wide range of user audiences. Importantly, in service design, to move from the clinic experience to designing for a target often requires the use of personas. Personas provide information from research data to inform design decisions. Personas are powerful tools that prevent designers from designing for themselves but rather to become more extrospective (Chris Noessel). American software engineer and author, Alan Cooper suggest that in creating a persona the information is often gotten from humans who are the users observed or interviewed during the research that captures their human motivations in the form of goals, whereby some are more obvious than others (Cooper, 68) through the use of qualitative methods, behaviors, attitudes, and aptitudes of potential and existing users are uncovered as well as technical, business, and environmental contexts of the product to be designed (Cooper, 32). When creating a persona, it is important to consider what is referred to as the focus of the design. Design consultant Kim Goodwin describes this as the primary focus of the design for each product and other times, the tools used within the product (Goodwin). Often, there is a difficulty in distinguishing between the type of data that should be collected and the similarities with those of other disciplines. Cooper describes this distinction, by suggesting that “while there are some process similarities between market segments and design of personas, personas are based on behavior and goals as exhibited and shown through research and observation and market segments are based on demographics, distributing channels and purchasing behavior of the user” (Cooper, 71). Alan Cooper in the fourth edition of his book, About Faces, also describes the users into three categories; the elastic user, self-referential design, and edge cases (64). While the elastic user and self-referential design have been described to affect the usefulness of personas, Cooper, however, suggests that for the edge cases, they should be designed for but not the primary focus (65). For this research, the data that has been used was gotten from subject matter health professionals who are well conversant of the outpatient's interaction within the Medical Daycare and supported by secondary data (see fig. 35 below for link and resource credit). Continuing Design 41 Fig. 35 Visual of the design persona (illustration by the author). The data used in writing this persona were derived from health professions interviews, demographic data from https://myhealthmycommunity.org/community-profile/surrey/, and field observation of outpatients at the Medical Daycare waiting area. When designing provisional personas, the designer makes guesses about behaviors, motivations, and goals based on subject matter experts' knowledge of user and stakeholder while adding to data that has been gotten through market research (Cooper, 97). This is because often there may not be enough resources, time, or budget to conduct primary research as in depth through interviews and observation to get detailed qualitative data, the use of provisional personas can be a useful tool in determining who the important users are (Cooper, 97). However, there are some potential pitfalls to using provisional personas, which Cooper describes to include designing for the wrong target, missing key behaviors, difficulty in getting buy-in and discredit of the entire value of personas (97). This research takes into consideration and identifies these potential pitfalls as mentioned by Cooper and avoids them. 3.0 Designed touchpoints for improving the outpatient waiting experience 3.1 Prototyping design criteria and design language elements 3.2 Patient pathway prototype app and key features 3.3 Patient pathway armband 3.4 Patient pathway board 3.5 Storyboard of outpatient’s future state experience Designed Touchpoints 43 Designing better outpatient experience during extended wait time is essential in the overall outcome of care and touchpoints have a crucial role, and this research aims at introducing touchpoints that improve the outpatient's experience. Fig. 36 An iteration of the previous visual in fig. 25 showing how the intersection brought about the design opportunity (pathway prototypes – app, armband, and board) (illustration by the author). For this research and those similar in the field, actors include health professionals who are key in the experiences of the outpatient as service providers and their role in the design of the pathway touchpoints. Service providers have different ways of creating touchpoints for customers through online platforms, physical environments or catalogs and these are a way in which they facilitate encounter and create interactions (Voorhees, 270); they (touchpoints) are the points of contact between a service provider and customers (Clatworthy, 15). The physical experience makes up the touchpoints that are available within the environment, and the relational elements to the outpatient. In designing the touchpoints, working with health professionals helps provides a deliberate constraint which takes into consideration the physical and relational experience as Zomerdijk, G, and Voss, C., (2009) suggest. One insightful precedent revealed during the participatory activities 44 Designed Touchpoints with health professionals was the failed virtual translator. This virtual assistant had been developed to solve issues with language barriers, but it had technical and operational problems such as lack of accuracy and personalization. This research uses the app design to help address this problem by designing a simpler and user-friendly interface. Furthermore, health professionals believe that an ideal scenario of an outpatient’s interaction with the care team involves patients being able to check-in and get informed with updates via their phone, thereby reducing wait time and anxiety. The medical daycare has been described as a clean and friendly environment that contributes positively to the patient experience, especially because of the nature of treatment that is being carried out there, for example, antibiotic treatment. However, there are times when the place gets noisy and congested. Patients tend to lose their spot because they wander away. The team believe that they could use a form of notification during this time to call patients when it is their turn. Parking is also a problem for patients. Most of the interaction that happens with outpatients is verbal. Sometimes treatment needs are triaged to give a patient a sense of wait time. During this time, it is not uncommon for the triage nurse to tell patients to go and return without telling them the reason why. Out of all the units at the clinic, the MDC is described as having the least interaction with outpatients. This discovery could be a result of the treatment needs. Finally, when asked about ways to improve the current system, health professionals felt that it would be essential to inform patients about the following; 1. Why there is a wait time 2. Give an estimated time 3. Fix the Meditech parking 4. Show proper time estimates through each process 5. Get more clerks and volunteers 6. Decongest the waiting area 7. Create better check-in and access to the reception. One other aspect that health professionals left out was if there was an existing way of providing information to the patient about the restaurant and other convenient spaces within the facility. This may have been omitted because these are visible Designed Touchpoints structures within the facility.These insights, feedback, and findings informed the design decision and the choice of key features and considerations to be introduced that could help reduce these factors that contribute to outpatients experiencing extended waiting periods. The initial prototypes, as discussed earlier at this stage, were narrowed down and refined after multiple iterations and user testing. The outcomes at this point were the patient Pathway App, Patient Pathway Armband, and the Patient Pathway Board. Selected design opportunities have been combined to improve the outpatient experience during their visit by giving more information during different stages of their journey (see fig. 37). The patient pathway design opportunities follow an arrowhead pattern, with the app being the primary touchpoint and others supplementing it. Fig. 37. Revised service blueprint showing the touchpoints that have been introduced. The redesigned service blueprint shows where each of the pathway prototypes prominently features in the outpatient’s journey (illustration by the author). 45 46 Designed Touchpoints Within the healthcare context and similar to designing for other public-facing services, it is important to take into consideration the spectrum of users as this will help in achieving better design outcomes that are easy and friendly to use by everyone. According to the Ontario Digital Government on designing for a full range of abilities, the government suggests that “It is important you understand the full range of abilities you are designing for, to make sure you don’t create barriers”. This means making sure that there is a proper understanding of how users perceive and can use the product or service. The Ontario Digital Government as part of its accessibility guideline says users' easy access to a service or digital product, depends on how it is built in an accessible way that is easy for them to use (Ontario Digital Government). At the Medical Daycare, there are different types of patients with different accessibility needs who will be interacting with the prototypes. Therefore designing these touchpoints, led by the pathway app, required taking into consideration how the user will perceive texts, colors, and images. The design had to be deliberate and obvious to all, including those with visual impairment. This led to the design of visual guidelines as a guide to how text and colors are used in this design based on the recommendation on web accessibility provided by the Web Content Accessibility Guidelines (WCAG) 2.1. Level AA. Designed Touchpoints 3.1 Prototyping design criteria and design language elements The design criteria (see fig. 39) serve as the brief in achieving the goals of the design opportunities, by drawing insights from the research as well as identifying parts of the system that would not be accommodated in the prototypes. Fig. 38 A sketch of the ideation process towards creating visual guidelines. This includes all the things to consider when moving from low-fidelity prototypes to medium fidelity ones (illustration by the author). 47 48 Designed Touchpoints Fig. 39 An image of the design criteria showing things to consider when designing the medium-fidelity prototype (illustration by the author). Designed Touchpoints 49 Fig. 40 Image of UI colors for the patient pathway design opportunities. The colors chosen for the UI elements have been drawn from the brand and image Pantone from the criteria, which makes up the primary colors. In addition, the three colors that represent the patient pathways have been included in the UI (illustration by the author). 50 Designed Touchpoints Fig. 41 Image of the UI graphical element for the patient pathway app design opportunity. The choice of buttons, navigation, and icon elements help users to achieve their goals easily and contribute to the experience when using the app prototype. The UI element is a combination of universal elements (like the hamburger button, search, and home icon) and ones that are customized (like the pathway icon) to the patient pathway app. (illustration by the author). Designed Touchpoints Fig. 42 Image showing the use of typography and paragraphs. The choice of font is Roboto which has a bold presence and the font family is free from Google (illustration by the author). 51 52 Designed Touchpoints Fig. 43. Vector character illustrations for the patient pathway app. The characters illustrated represents all genders and have been created using the UI colors. The choice and style of the illustrations represent everyday activities and lifestyles of people that users can relate to and connect with easily (illustration by the author). Designed Touchpoints 53 3.2 Patient pathway prototype app and key features However, future versions could also include a responsive website while ensuring that ethical standards are met and information on user preference is kept private. The patient pathway app prototype has been designed based on insights and opportunities identified through the research. These insights have been designed as features that allow outpatient to achieve their goals when using the app. In addition to the need of having customized experience for outpatients, an app was chosen because it provides a better and more personalized experience for users and a more seamless onboarding. Also, considering that outpatients could walk away from the waiting area during their treatment visit and need to be informed of any update, an app makes this feature easy by way of alerting and notifying patients, which designing a similar feature on a website may be more difficult and can cause a drop in the users to experience. The word pathway has been used as a metaphor borrowed in its literal sense used to describe a path towards the course of action where outpatients can choose between three colors (Green, Orange, and Purple), based on the number of encounters and the severity of their treatment. This information is made known to them by their referring doctor or when they visit the Medical Daycare. The process that the outpatient goes through using the app is visualized with the user flow (see fig. 44), which starts by them choosing a pathway that matches the color on their armband. The app also provides transparency to backstage activities and the opportunity for outpatients to call the attention of a care provider if they need more information. 54 Designed Touchpoints Fig. 44 An image of the information architecture showing the user flow for the Pathway App (illustration by the author). Designed Touchpoints Key features of the app prototype 55 56 Designed Touchpoints Fig. 45 An image of the information architecture showing the user flow for the Pathway App (illustration by the author). Designed Touchpoints 57 Pathway app prototype screens 58 Designed Touchpoints Designed Touchpoints Fig. 46 Images of hi-fidelity app prototype interfaces design (illustration by the author). 59 60 Designed Touchpoints 3.3 Patient pathway armband The patient pathway armband is a unique touchpoint in that it mimics the system currently in place wherein. Patients are given something similar at the time of check-in that contains their necessary information. The prototype was one of the three designed to follow an existing process that is common to the Medical Daycare and many other healthcare facilities. As a future possibility, this armband can replace the existing ones at the facility that gives more information that is useful to the outpatient at the time of their visits. The patient pathway armband also uses similar colors to denote the encounter that a patient goes through. Of the three design outcomes, the armband has the least amount of information, which was a deliberate design action because of its size. Fig. 47 An image of the pathway armband (illustration by the author). Designed Touchpoints Fig. 48 An image simulation of the pathway armband placed on the wrist. (illustration by the author). 61 62 Designed Touchpoints 3.4 Patient pathway board The patient pathway board is designed to be a life-size digital board that scrolls through information about the different pathways. It will be positioned in the waiting area at the MDC, where it serves outpatients collectively. It is a design opportunity that follows convention with the way it operates, yet mostly different from its specific purpose from other types of boards. Fig. 49 An image of the patient pathway board Designed Touchpoints 63 Fig. 50 An image of the patient pathway board mocked-up. 64 Designed Touchpoints 3.5 Storyboard of outpatient’s future state experience The patient pathway armband is a unique touchpoint in that it mimics the system currently in place wherein. Patients are given something similar at the time of check-in that contains their necessary information. The prototype was one of the three designed to follow an existing process that is common to the Medical Daycare and many other healthcare facilities. As a future possibility, this armband can replace the existing ones at the facility that gives more information that is useful to the outpatient at the time of their visits. The patient pathway armband also uses similar colors to denote the encounter that a patient goes through. Of the three design outcomes, the armband has the least amount of information, which was a deliberate design action because of its size. Fig. 51 An image of the storyboard of the outpatient interaction with the touchpoints. 4.0 Conclusion: challenges and opportunities when implementing service design in healthcare 66 Designed Touchpoints 4.0 Conclusion: challenges and opportunities when implementing service design in healthcare There have been discussions regarding the role of actors in healthcare and the need for them to embrace change. Service design has a role to play in creating a new narrative within the healthcare sector, which Vink et al., describes as a perspective in service innovation called service-dominant logic (S-D logic), which integrates new ways in value-co-creation among actors. The role of participatory practices and social position means that service design is useful when diverse stakeholders can collaborate and share ideas during the service innovation process through a process of co-design. During the exploratory phase, when health professionals at the MDC were asked of an opportunity to intervene in the current wait time, they advised that reducing the wait time could not be promised, but rather it was more realistic for patients to be more prepared for their treatment as a way of significantly reducing a factor that contributes to the long wait time. This insight greatly influenced the result of the design outcome at the facility. Also, this research identifies some factors that can be attributed to existing policies and culture within healthcare. Vink et al., (2019), describes these to be predicated within the subject of institutional arrangements that currently exist, and its effect on “the rules of the game” as cited in Walling & Fuglsang, 2017. For example, from a cultural perspective, health professionals suggested a move from the name of the prototype to be changed from “priority” to “pathway”. Furthermore, exploratory and evaluative prototyping was used to collaborate and share ideas respectively. This process through the use of service design methods was key in understanding, ideating and prototyping design opportunities. Testing design outcomes with internal participants through role-playing and with health professionals (care providers) revealed that there are gaps in the process that can affect the outcome and quality of care for outpatients, especially as it relates to waiting time. One other sticking part of the research was the use of the journey map to go through the entire process of their interaction through the service reveal- Designed Touchpoints ing that outpatients are not equipped with enough information and preparation about their treatment encounter, which contributes to delays. This gap in service is evident on the journey map with the few times they appear to interact with the care providers – which only happens initially on the floor of the check-in at the reception and subsequently when called in for treatment. Initially, during the research phase of observing the MDC waiting area, it was easy to identify and suggest ways to reduce the wait time, however using a generative approach (service design methods), it allowed insights and findings through the process lead to design outcomes (patient pathway prototypes). This generative process also revealed that policy and other institutional work within healthcare contributes to longer waits, which is caused by having too few care providers providing service for patients [comment from one of the health professionals interviewed]. This resulted in discovering and prototyping design opportunities that reduce the effect of some of the factors that contribute to extended wait time at the Medical Daycare. Finally, working with participants and health professionals provided new insights and considerations when going forward with the research. For example, in narrowing down and suggesting what design opportunities will best fit the current requirements within the facility and how well it was in sync with other existing touchpoints at the Medical Daycare. As part of future considerations, this research is believed to have opened up new opportunity space not accommodated in this research. For example, design policies that make the institutional framework in healthcare more open to change. 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Voss. “Service Design for Experience-Centric Services.” Journal of Service Research, vol. 13, no. 1, 2009, pp. 67–82., doi:10.1177/1094670509351960. 71 6.0 Appendices Appendices 73 Early prototypes of the patient friendly packet Early prototypes of the patient pathway app 74 Appendices Different screens and notes taken during user testing of the patient pathway app prototype Different screens and notes taken during user testing of the patient pathway app prototype Appendices 75 Different screens during user testing of KYN (Know Your Needs) prototype 76 Appendices Different screens during user testing of KYN (Know Your Needs) prototype Appendices 77 Observation notes from Sprint I prototype testing session 78 Appendices Observation notes from Sprint II prototype testing session Appendices 79 Observation notes from prototype testing session with Faculty 80 Appendices Observation notes from first prototype testing session with experts Appendices 81 Observation notes from first prototype testing session with experts 82 Appendices Observation notes from first prototype testing session with design peers - 1-on-1 Appendices 83 Observation notes from second prototype testing session with experts 84 Appendices Jane’s visit to the Medical Daycare for an Iron Infusion procedure You have an appointment to undergo an Iron Infusion procedure (the procedure involves iron being delivered to your body intravenously). At the check-in desk, you were given some information about patient pathways. Now, you have to wait for before being attended to. While waiting, perform the following tasks on the app to get more out of your visit today; Task 1. Task 2. Task 3. Task 4. While you’re waiting, learn more about the pathway for the iron infusion procedure. Navigate the steps to completing the iron infusion procedure. Get more information about the behind the scenes activities. It’s taking longer than you expected, using the app, call the attention of a member of the care to know how much longer you have to wait. Task Scenario Task scenario used during usability testing Welcome to this session, I want to go through some activities using these prototypes in front of you. Please note that you are not being tested, but rather you are helping out to evaluate what is in front of you so be as comfortable as possible. Also be aware that some of the protototypes may not be as functional as you would expect or the size may be reduced from what the actual size would be. The session will last up to 20minutes in total with the task coming first and a discussion afterwards. Now go ahead and perform the following task in front of you. Thank you for your time. Now let’s go into a discussion about your experience using the prototypes. Post Task Evaluation • How easy was it to use the prototype? • Did you find it easy to keep track of your location on the app? • How quickly could you find information on the app? • Are the content intuitive enough and make you want to explore the app further? Do you have any other feedback? Post Evaluation Questions Appendices 85 TCPS2: Core certificate of ethical conduct of research involving humans 86 Appendices Letter of authorisation to conduct research within Fraser Health Authority Appendices 87 Certificate of Approval - Fraser Health Authority (FHREB) 88 Appendices ECU-REB Certificate of research ethics approval