Augmedix — Interaction & UI Design
July-August 2013

 
#glasshole

#glasshole

While at Cooper during the summer of 2013, I worked alongside interaction designers Emily Schwartzman and Jim Dibble (led by Jenea Hayes with much guidance and mentorship from Jason Csizmadi) for about a month to create the first interface for our client Augmedix. Augmedix is, in brief, a Google Glass app that allows physicians to free themselves of the burden of documentation in order to better concentrate on their patients.

 

the final interaction hierarchy for Augmedix.

Google Glass flows by Emily and Jim; familiarizing ourselves with the interactions and the audio/touch commands.

 

a sketch comparison of Glass vs. field of vision vs. mobile

super-meta selfie taken by Glass during lunch. :)

super-meta selfie taken by Glass during lunch. :)

sketches for patient cards and statistics indicators

Process

While developing the interactions for Augmedix, we constantly referred to interactions already inherent in Glass and preserved as many actions as we could, such as horizontal scrolling within timeline cards, and grouping cards into "bundles" that you could "click" into when using Glass (via voice command or tapping the touchpad on the side). 

 

My primary role was to take all the interaction wireframes and create fully developed screens from them. In doing so, I first referred to Google's Glass Developer page to learn their visual language. I was lucky enough to have the opportunity to wear Glass for hours at a time during the duration of this project in order to study the interactions and the visual language firsthand, and through my experience learned what I should change for Augmedix's UI and what I should keep.

 

I used Roboto in accordance with the rest of Glass's visual language, but I increased the weight of the type to make it more legible. This was my main annoyance with Glass - the incredibly thin white type made it incredibly hard to read when looking at Glass on any background but a black one, since the screen is transparent. 

 

Another challenge was designing for incredibly short, simple ways to communicate medical statistics on such a tiny viewport, as well as considering how to display alerts as symbols and as screens with text in an unobtrusive yet noticeable way so that doctors would not suffer from alert fatigue. 

 

To test my designers, I pushed the screens to Glass to view flows on the device itself and used that as the method to test my design choices between iterations. Being able to preview my designs on Glass itself was a huge help in establishing the visual language of Augmedix, which focuses primarily on legibility and readability. Since Glass is a projection on a transparent glass block, the background of your field of vision shows up behind it. This means visual interference no matter where you point Glass at, which interferes with legibility. To make up for it, I decided to have white on black - the strongest contrast possible, with as little text as possible to keep the size at a readable level.