Zishi is the pronunciation of Chinese word “姿式“, which means posture and formula. In this project, I mainly focus on guiding stroke patients in real-time postoperative rehabilitation through the interface connected to the smart garment.
Based on the real rehabilitation scenarios of patients, Zishi's interface is mainly presented on tablets and smart wearable devices.

Type: User Experience Optimization
Tools: Figma, Principle
Team: Me (UX Design), Qi Wang (Integrated Design), Feng Xu (Development)
Key words: Accessibility, Design for Seniors, Rehabilitation
User needs are urgent.
Every year, 13.7 million people worldwide have a new stroke, 40% of them are from China. 
When stroke patients training for rehabilitation, they are often troubled by Compensatory Movements
Compensatory movements can be defined as movements used habitually to achieve functional motor skills when a normal movement pattern has not been established or is unavailable. The existence of compensatory movements will greatly reduce the effectiveness of rehabilitation training, and even cause the patient to suffer secondary injuries.
Now, let's see how does Zishi provide users with rehabilitation assistance.
In order to reduce the impact of compensation on rehabilitation, zishi is equipped with a module soft sensor on the user's sternoclaviular joint and acromioclavicular joint, which can determine whether the user's movement is standard by monitoring the joint position.
Then the obtained judgment result is fed back to the patient through the user interface, sound and vibration, so as to provide assistance and guidance for the user's rehabilitation. Allows users to complete rehabilitation training at home alone when they cannot go to the hospital.
Zishi Smart Garment
Zishi Smart Garment
Wearing Effect
Wearing Effect
Magnetic Zipper
Magnetic Zipper
Fabric Circuit
Fabric Circuit
This seems very adorable, but if so, why do I need to redesign the user experience?
The problem is that as the direct part to interact with users, the original user interface are not friendly to our target user group.
The incidence of stroke is regardless of age, but middle-aged and senior people are still the main patient group. Epidemiological surveys show that the average age of onset of stroke in China is 66 years old, more than 80% of patients are elder than 45 years old.
In this case, when designing user experience, it is important to consider the impact of the particularity of the user group.
"What do users really expect? " 
Before answering this question, first, we need to better understand our users.

To do this, I set up a persona. And then, analyze the current user experience process.

Now we got a first glance at our users, it's time to go further.
To test, to learn, to explore, to understand every fact about them.
In order to understand the interactive accessibility for the elderly, I led a user usability test.
Font Size: I let users to read the specified paragraphs with font sizes of 24px, 22px, 20px, 18px, 16px, 14px, 12px, and 10px. By replacing paper strips with different font sizes, test the impact of different font sizes on the user's reading experience. The test results show that when the font size is less than 16px, the user's reading speed is significantly reduced.
Icon Size: Users were asked to touch the icons following the instruction, and use ink to record the position of their touch. The size of icons range from 56x56 px, 52x52 px, 48x48 px, 44x44 px, 40x40 px, 36x36 px, to 32x32 px. By observing the results, I found that when the icon is less than 44x44 px, the user's touch is more likely to exceed the available area.

Screen Area: Users were told to simulate the way they would normally use a tablet. In this process, I recorded the modal and area they interacted with different part of the screen.
Font Size Test
Font Size Test
Icon Size Test
Icon Size Test
Interaction Area Test
Interaction Area Test

Talked about the visual, how about interaction?
I conducted an A/B test on the user's interaction preferences. Users are told to test interaction groups, each group contains two wireframes that use different ways to accomplish the same purpose.
It was found that many users feel difficult to use multi-gesture interaction. Especially when dragging actions are required, they were often interrupted for various reasons. So, a product designed for seniors should use the actions as simple as possible, to make the interaction more learnable and accessible.
After these tests, we obtained a set of visual guidance.

Finally, we made it better!

Start training on the main page, so people can get what they want directly.
Simple training interface, clear information hierarchy.
Unified components, complete variable functions.
Let users be a part of the design journey.
Seniors are different, we cannot treat them like young people.
As people age, there are certain physiological and cognitive changes that are almost inevitable. And while many who are over sixty have been around technology almost their entire adult lives, those physiological and cognitive changes need to be compensated for.

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