Mobile Electronic Health Record

As a team of four, we were charged with collaborating to design a cross-platform, "mobile first" Electronic Health Record (EHR) for an iPhoneX.


After conducting a literature review to gauge the successes and failures of existing EHRs, the goal of the project was to design a mobile interface that would address the following user stories:

  • pay bills online

  • view test results

  • send & receive messages

  • refill descriptions

  • manage appointments

My Role

We brainstormed ideas as a team, then split up to sketch and wire- frame individually. I was responsible for the messaging section, and I contributed significantly to the appointments section, as my initial sketches for the manage appointments function were universally adopted by the group. Finally, I played a lead role in designing and editing the final presentation for the team.


  • Two of the four team members were international students, whose experience of the US healthcare system was vastly different than the two US-born team members. This made for very rich discussions and helped us consider a wide range of user flows that we may not have otherwise considered.

  • All four team members had beginner-to-intermediate UXPin skills, so prototyping started out slowly and improved rapidly over the three-month project. 

  • Designing a ​simple and intuitive interface that could address the wide range of critical user paths was intellectually and creatively stimulating.


1) Conducted research:

  • performed a literature review to understand the EHR domain space

  • ran brainstorming sessions to generate ideas for user paths

2) Designed wireframes and prototype:

  • team members sketched potential home page and persistent nav ideas individually

  • team decided the features and flow

  • individuals created wireframes for all the different user paths

  • team decided which wireframes worked best

  • from those selected wireframes, each team member took on a separate user path to prototype in UXPin

  • team provided frequent feedback on each other's designs and iterated on the prototypes several times  

  • all team members took part in presenting our final justification and prototype to the group


A clickable prototype was presented to the group along with a design justification for each of our user paths. Design principles cited    included Signal-to-Noise Ratio, Garbage In/Garbage Out, Framing, Uniform Connectedness, and Confirmation. The team collaborated seamlessly with one remote member (myself) using

Zoom, Google Drive, and UXPin. We referred regularly to iOS and other design guidelines to support our design decisions, and we created a style guide early on in the project that ensured that our separate pages were consistent and cohesive. 

The Making of a Mobile-First App

1.)  Team members sketched various user flows

      individually before coming together to discuss.

      My initial sketches for the appointments function

      addressed scheduling, rescheduling, and

      viewing upcoming appointments.

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2.)  My analog and digital wireframes for the home

      page tried to contain too much but yielded 

      good conversations about which features were

      most important.

3.)  Wireframes were developed into a clickable

      prototype with a much simpler design that

      highlights key user paths on the home page

      and in the persistent navigation bar.

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