Case study
Home Hemodialysis 2.0
A mobile app prototype designed to enhance the home hemodialysis patient experience, using interactive games, AR-assisted needling training, and gamified learning to help patients choose and sustain home dialysis independently.
- Role
- UX/UI Design · UX Research · Human-Centered Design
- Timeline
- Academic project
- Tools
- Sketch · InVision · Adobe XD · Photoshop
- Outcome
- AR-assisted home dialysis training
- HealthTech
- Clinical UX
- Mobile
- AR
Overview
Home Hemodialysis 2.0 is a mobile app prototype designed to enhance the experience of patients dialyzing at home. The ultimate aim is to encourage dialysis patients to choose home dialysis over in-clinic dialysis by dramatically improving the home experience through interactive education, AR-assisted training, and gamified learning.
The application contains interactive games, augmented reality technology, quizzes, and videos to educate patients about machine setup and the needling process. It is given to patients immediately after they are added to the waitlist for home dialysis training, using the waiting period as a pre-training phase that prepares them emotionally and mentally before in-clinic training begins.
Problem & UX Research
Based on patient feedback and stakeholder interviews, the foundational problem was the existing instructional manual, not updated in years, dense with medical terminology, and impossible for a non-medical person to follow. But the manual was only the entry point. User research revealed the real problem space was significantly broader.
What Patients Were Experiencing
- Machine setup tube connections were manageable for experienced patients, but self-needling was consistently cited as the most challenging and anxiety-inducing step.
- Reading the manual while simultaneously connecting the machine was physically and cognitively impossible for most patients, the steps were not easy to remember.
- Troubleshooting guidance in the manual was incomplete: it did not cover all reasons an alarm might sound, leaving patients stranded when something went wrong.
- Cleaning procedures were taught once and rarely reinforced, patients felt uncertain about correct sanitisation steps between sessions.
Direct Patient Voices
"I did not find much difficulty in machine setup tube connections but as a newbie, I experienced difficulties in troubleshooting, needling, and cleaning processes. In particular, the self-needling was challenging." , John Brown, new home hemodialysis patient, St. Joseph's Healthcare Hamilton.
"I do the connections by reading the instructions from the manual. I find it hard to read and connect the machine simultaneously. Since the steps are not easy to remember." , MarieAnne, wife of in-clinic training patient Paul.
Strategy & Discovery
Design Thinking methodologies and Human-Centered Design principles were applied throughout. The analogies approach was central, structuring and developing insights from the patients' perspective to ensure the solution was relatable rather than imposing new complexity on an already-stressed population.
Stakeholder Map
Stakeholders were classified into two categories. Primary stakeholders, nurses, technologists, patients' family members, and programme coordinators, directly benefit from the project. Secondary stakeholders, nephrologists, OHIP, and psychiatrists, benefit indirectly.
Problem Statement
Home hemodialysis patients experience difficulties in machine setup, troubleshooting, and self-needling while doing the dialysis process independently at home because of the lack of a proper instructional manual. It makes them feel the process is complicated and drives them to choose the simpler option: remaining an in-clinic patient.
How Might We Statements
- How might we help dialysis patients do hemodialysis independently at home?
- How might we make the home hemodialysis process simple and approachable?
- How might we convert in-clinic patients into confident home hemodialysis patients?
- How might we enhance the patients' experience and make them feel safe throughout?
Design Process
Analogies and Ideation
To explore the breadth and depth of the design challenge, analogies were used to ensure the solution was built from patients' existing experiences rather than imposing new mental models. Three analogies shaped the entire design direction.
- Trying a MacBook in an Apple Store, the application gives patients a safe space to experience the dialysis process before their actual training begins.
- Learning by Playing, interactive game levels replace passive manual reading, helping patients learn faster and remember steps more reliably.
- Training Wheels, a pre-training phase during the wait time prepares patients emotionally and mentally before in-clinic training starts.
Machine Setup
Machine setup was the foundational step in the dialysis process. The game presents patients with an interactive image of the machine and all required tools. Instructions appear step by step; completed steps turn green. Patients drag tools to their designated locations in the correct order, building procedural memory through repeated interactive practice rather than passive reading.
AR Needling
The needling process carried the highest anxiety for most patients. The design used augmented reality to give patients the felt experience of injecting themselves before they ever needed to do it for real. Storyboards defined the correct needling order, gauze, medical tapes, needles; correct arm locations, and stakeholders reviewed accuracy at every stage. Stakeholders were enthusiastic: AR could teach the real feel of needling and help patients overcome fear through repeated safe exposure.
Treatment Monitoring
Treatment monitoring covered two areas: pre-dialysis sanitisation protocols and what to monitor during the session. Patients could tap on signs, redness, swelling, heat, tenderness, drainage, to understand what might be wrong and how to respond. A second section showed key numbers to monitor during dialysis: blood pressure, fluid changed, fluid remaining, and blood flow.
Troubleshooting
The instruction manual's troubleshooting section was incomplete and misleading. The design replaced it with an interactive alarm response system: when an alarm sounds, a list of possible reasons appears. Patients tap the most likely cause; the list collapses to focus on that problem. They follow step-by-step resolution guidance from an in-app binder. A quiz game then lets patients test their knowledge by ordering correct resolution steps and eliminating incorrect choices.
Cleaning
Cleaning covered both patient sanitisation and machine sanitisation after each session. In addition to instructional videos, two interactive games reinforced the steps. In Game 1, patients drag tools toward a dustbin, the bin changes colour and opens for correct tools. In Game 2, patients work through situational scenarios to reinforce safety and health practices. Stakeholders confirmed that these games covered everything patients needed without requiring additional training.
Solution & Key Improvements
The Home Hemodialysis 2.0 application addresses the foundational problem, the inadequate instructional manual, by replacing passive reading with active, game-based learning across all five stages of the dialysis process. The app is introduced during the wait time before in-clinic training, giving patients a safe, low-stakes environment to build knowledge and confidence.
- Interactive machine setup game with drag-and-drop tool placement and step-by-step instruction progression.
- AR needling simulation giving patients the felt experience of the needling process before their first real attempt.
- Treatment monitoring module covering sanitisation protocols and the key numbers to watch during dialysis.
- Interactive troubleshooting system replacing an incomplete manual with a tap-to-resolve alarm response flow.
- Cleaning game levels reinforcing correct tool selection and sanitisation procedure through interactive repetition.
- Pre-training phase design using the existing waitlist period, no additional time burden on patients or the healthcare system.
Results & Clinical Impact
Wireframes were built and tested with patients across the machine setup and AR needling stages. Prototyping and testing confirmed that the interactive format significantly outperformed the manual for learning retention and emotional preparedness.
- 5
- Dialysis process stages covered: machine setup, AR needling, monitoring, troubleshooting, cleaning
- AR
- First application of augmented reality to home hemodialysis patient training
- ↑
- Patient confidence and readiness scores vs. manual-only training in prototype testing
Stakeholders at St. Joseph's Healthcare Hamilton were enthusiastic about the approach. They noted that giving patients access to the application during the waitlist period would allow patients to arrive emotionally and cognitively prepared, compressing the training timeline and reducing nurse coaching load.
Learnings
- The scope of a clinical UX problem is almost always broader than the presenting complaint, what looked like a manual readability problem revealed five distinct failure modes across the entire dialysis process.
- Analogies are a powerful design tool in high-stakes, unfamiliar contexts: grounding the solution in patients' prior experiences made a complex medical workflow feel approachable.
- Designing for emotional safety is as important as designing for task completion in clinical contexts, the AR needling feature succeeded specifically because it addressed fear and anxiety, not just procedural knowledge.
- Stakeholder validation at every stage is non-negotiable in healthcare UX, especially for accuracy-critical steps like needling order and alarm troubleshooting.
Conclusion
Home Hemodialysis 2.0 demonstrates that patient experience in clinical settings is fundamentally an education and trust problem. The instructional manual failed not because patients couldn't read, but because it asked them to learn complex procedures passively, in isolation, without repetition or emotional scaffolding.
The future build should complete all five game levels, develop a fully functional mobile application with AR and VR technology, and deploy it as a standard part of the home dialysis waitlist process. The goal: by the time patients begin in-clinic training, the material feels familiar, not foreign.
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