Case Study

Modernizing Health Data

ProblemGoalsDiscoverySprintsResults

For the last 25 years, Health Data Company (HDC) has been the national leader in Canadian health data, providing a way for policy analysts, politicians, the media, and the public to access a huge amount of health insights through a vast array of products and resources. With a new architecture in the works, I was brought in to lead HDC in their first major Agile project; developing and refining their UX processes, flavour of Agile, front-end technologies, and an MVP with a 3-5 year roadmap.

Problem

This project was based around solving three major problems. The first two were purely pragmatic: HDC’s myriad tools and products create a disjointed and weakened experience; and the question of organizing and presenting big data in a meaningful way for both niche and general users. The second problem was more human: UX does not exist at HDC, Waterfall is life, and there’s no user data from which to solve problems.

The former revolved around the fact that HDC has built and maintains a ton of products. Many are catalogs of data sets, reports, media of all kinds, etc. but there are also really interesting tools to visualize and compare health system performance or wait time averages. These products have had incredible influence on policy decisions but they’re difficult to find, have no functional relationship to each other, look different, and essentially create artificial schisms in an otherwise vast database that our users are forced to navigate.

The latter, I’m sure, is common to many readers who have worked in more conservative or old school organizations. In these cultures UX can be seen as a waste of time and sticky notes, and even threatening. The Waterfall approach is so ingrained and “has worked just fine so far so why should we change anything?” Of course, with this history comes little to no user data, UX processes, or understanding. As we sharpened our axe, building a foundation of personas, empathy maps, user journeys, etc. we would run the risk of exacerbating feelings of “wasting time”; a rigid implementation of Agile could feel too jarring and prescriptive (also a wasted design challenge); and potentially alienating team members.

Goals

In no particular order:

  1. Create the MVP for a single HDC experience that solves our users’ navigation and mental model issues, while staying true to HDC’s mission of providing health data and insights to decision makers and the public
  2. Develop a set of flexible UX and Agile processes that can be used as a framework for any HDC project within the HDC culture
  3. Help HDC as a whole understand the processes and merits of Agile and Design Thinking
  4. Create the foundational UX documentation that can be used throughout the organization
  5. Discover and prove the most effective front-end tech stack
  6. Build a flexible “flag in the sand” roadmap that HDC can march towards for the next 3-5 years

Discovery

Step one: understand this beast. Not only does HDC have a ton of different products and tools to understand, the work they do internally, populating and justifying these tools, is also incredibly complex. Many of their employees are highly specialized data scientists as are many of their users. This can be overwhelming at first but there are ways to wrestle the niche into submission relatively quickly so you can start really understanding your users.

Current IA and Heuristic Evaluation

The silos within HDC and their relative sections of the site

We started by understanding just what the org currently offers, how they organize it, and what common patterns we can see. You’ll hear a lot aboutConway’s Law(CL) in this case study as it not only helps understand the current state of an org, but implies a very powerful way of approaching organizational change. In this case we can use CL understand HDC’s internal structure and even make some assumptions about its culture.

What we found was ~35 different tools, products, microsites, etc. mostly separate from each other, built in wildly different ways. Some had lots of pretty aesthetics, some very laconic, some highly interactive, some completely static, you get the picture.

As you can probably guess, our heuristic evaluators were mapped all over the place so that wasn’t very useful in getting an overall picture of usability but it did tell us something about the structure of the organization and their communication (thank you, Conway!) It was clear that there was a sever lack in communication between departments and even within those departments. We would later find out that some teams had gone completely rogue but still doing amazing work. That’s a story for another time but is a reflection of the fact that these teams, while heavily siloed, were passionate, and we could take advantage of that fact by building a product that encouraged collaboration.

Proto Personas and Initial Interviews

While getting to know our brilliant team members, we also had to start understanding our users early on. Assuming that many of these users were also a highly specialized bunch, we began by doing a series of interviews to learn their current model of HDC, how it fits into their workflow, wants and needs, pain points, etc.

Interviews were typically around 45 minutes to an hour and we tried to build lasting relationships so we could really dive deep over the upcoming sprints.

We ended up defining five main personas based. Here’s a taste of a few so as not to bore you with the details:

External and Internal Analysts as well as Public personas

Discovery Workshops

I’m a big fan of workshops early on (especially with a niche product) because they do three very important things: help me get a better understanding of the niche I’m designing for and its unique characteristics, required knowledge, players, etc.; create alignment through group participation and teamwork; and give the team an early taste of the tangible results you can get from fun and seemingly silly activities. The last point is especially important as you’ll need these team members to be contributing constantly and, if workshops are the most fun they’re going to have in their job, they’ll make time to attend.

Since a big part of my job was to build UX into HDC, I ran a few of these initial workshops for other projects. The common deliverables we ended up with were User Journeys, Empathy Maps, As Is Solution Reviews, and the like.

A Note on Remote Workshops

We had offices in Toronto and Ottawa so we had to run workshops half remote. This meant dealing with a lot of logistics and having to merge deliverables into a shareable digital format. We tried a few different methods but found that physicality was necessary. Sticky notes, markers, bumping shoulders, eating snacks, were all a part of the process and got people engaged. Workshops without engagement are just pointless meetings.

Going purely digital also had usability issues. It’s hard to teach a whole group of people with different levels of technology skill how to use a new product. Something is going to go wrong. I found this out very quickly when trying to use a collaborative whiteboard app with ~25 people. In the end the whiteboard looked like a Jackson Pollock and the workshop was a complete waste, ruining the first impression of many important participants.

We ended up going with a sort of hybrid approach. One person would run the workshop from Toronto or Ottawa, the other would assist in the other location. We would juggle leading the workshops with taking and sending pictures between each other, printing them off to hang them up, all without hopefully messing up the flow. Afterwards we would use to MURAL and Skype to organize findings and digitize the results so we had documentation. Not perfect but it worked.

Photos of whiteboards from our workshops plus the resulting deliverables

Sprints

After our workshops and groundwork-laying we decided on our target users, external analysts, and were able to start digging deeper. Because we were still working with such a specialized group and skepticism in our work was high, we needed to plan our sprints in a way that would allow us to continue learning more about our users, start building user stories, and continue our culture work.

The driving philosophy for these sprints would be the following: each sprint is based on a theme increasing in specificity, where the previous learning would be necessary for later learning and continuously iterated on. This allowed us to learn more about our users, build up from a solid foundation, and iterate the more foundational themes over future sprints.

We went from basic wireframes in Axure to hi-fi mockups in UXPin or Figma to a fully built React/Node-based prototype that would be a design and development proof of concept.

Sprint themes compared with the stages of building a houseI'm sure a lot of designers have used the Architect analogy.

Ideation

Continuing on the success of our workshops, we decided to include ideation sessions in every sprint. If we were going to use a theme-based approach for each of our sprints to learn more about our external users, we should be augmenting that approach with the knowledge of our internal users and team members.

The added bonus is that we include them more intimately in the process. If we can use at least the seeds of their ideas in our wireframes then they can see how we iterate each week and that a collaborative environment allows them to contribute regardless of their title.

Each ideation would go like this:

  1. Keynote talk and results from last sprint
  2. Pep talk (everyone’s a designer, don’t hold back, no wrong answers, you are loved)
  3. Warm up
  4. Crazy 8's-type Scenario Exercise
  5. Voting
  6. Wrap up and send everyone home
  7. Boil ideas down to their themes
  8. Rank themes by instances, votes, alignment
  9. Implement into wireframes
Results of ideation sessions on whiteboardsWe encourage crazy ideas and try to be seasonal.

User Research and Testing

With wireframes iterated on from the last sprint and the previous ideation sessions we would move on to testing. Of course, this would based on the current theme, and continued iteration of pervious themes for further refinement.

We tried to work with a group of returning participants, being careful to know when to let go or give breaks. Each session lasting 45 minutes to an hour, we would break it typically do a 1:4 or 1:2 split between initial interview and usability testing. This way we could continue deepening our understanding during the interview and then continue continuing during the usability testing by applying the interview’s learning to something more pragmatic. That might have been confusing but basically we kept our scripts flexible so we could adjust as we learned.

During the sessions every member of the team, no matter their title, would write down their observations. As sprints went on, my designers and I were able to teach our team members how to be UX masters, throwing sticky notes to the wall like ninja stars. This really helped the team empathize with users, put them first, evangelize UX, and free us up to focus on running the sessions.

A Note on Audiences

One of the best decisions we made during this project was to invite members from other teams. Especially those who we needed behind us or teams we needed to work with to really prove our idea.

These audiences were not allowed to ask questions of interject in any way during the user research sessions but could listen and observe. They could see how our team worked together, speaking in our sign language and glances, but, more importantly, they could experience just how deep a user interview can get. We’re trained to act almost like therapists, gaining trust and digging deep into our users’ consciousness, pulling out that sweet qualitative data.

If the audience is familiar with previous findings they’re able to hear validation in real time. Your findings become more than just psychological assumptions in a slide show and become corporeal. That’s powerful evidence.

A Note on Methodology

The ART Methodology (excuse the cheesy name) was something I developed to aid in prolonged discovery with niche users in a more system-focused context. It allows the designer to use UI elements to answer more general questions about a user’s conceptual model so you can ask more important questions during interviews. It’s based on these three ideas:

Ambiguity:Include UI elements in your design with multiple valid affordances. By observing what a user assumes the UI element does we get a better picture of their mental model of the system as a whole.

Redundancy:Include UI elements in your design that would trigger the same action but place them in different but valid areas. By observing which element a user interacts with we get a better understanding of how they expect a page to be laid out.

Terrible Design:Include some poor implementations in your design. From my experience, niche users can feel very alienated by a poor implementation that they feel will impact their lives. This provides a unique opportunity to form a deeper understanding of how bad implementations affect the particular user and their suggested fixes provide valuable insight into what they’re trying to achieve from the feature.

The observations you make using this methodology need to be parsed in the same way as any other user research findings. They should be used to uncover insights and start question threads that you may not think to ask or even know exist.

Review

I’ll skip past the boring retro part to the review. Our reviews were meant for every other team would listen. They were a mixture of summary, Q&A, and attack session, but their main purpose was the continue to educate and help the org see what we were doing every week.

The summary was a quick recap of the theme, what we learned, how it tied into the previous sprint, etc. Standard book report kind of stuff. The Q&A and attack session aspects were similar. You can guess Q&A but the attack part was to poke holes in our ideas. Because we were creating both a new design and architecture we had to make sure the technology side made sense. Features had to be possible with our current governance, our roadmap had to be realistic for our developers, and our tech stack had to be compatible with our current architecture.

Results

The point of this case study is mainly to focus on process: the discovery phase of our work and how we were able to use that phase to evangelize UX and agile, break down silos, positively affect culture and politics, increase buy-in from all levels, and help teams understand how their work can help others. From this perspective in particular we’ve seen some major changes in branch mandates, communication, and the organization’s roadmap.

Sprint themes compared with the stages of building a house

System Thinking vs Design Thinking

The discovery work led to our solution for a single ecosystem, built to absorb or provide the catalyst to retire all or many of the 35 separate products. HDC was an extreme example of Conway’s Law that organizations design systems that mirror their own structure. What we hoped with our ecosystem solution was that we could use Conway’s Law in reverse. if we create a system that mirrors an organizational structure that we want to see will the organization follow that system? We began to see the organization putting projects on hold that reflected HDC’s old siloed ways so they could be reimagined in the new ecosystem. So far the “Reverse Conway” works!

The Ugly

The great reception above isn’t wholly universal. You can’t expect everyone to follow you off the cliff and it takes time to convert some people. Some people, especially in an org so big (and especially one so conservative), are happy with the way things are and don’t see a need to change. Or they may see the need to change but disagree with how to make the change. This is something the team is still working on and will be for years to come. The great thing about agile is that you can usually allay fears by reminding sceptics that we’re working progressively by making small changes with the least amount of risk and if they’re right that the idea is terrible you didn’t waste millions of dollars developing something terrible. Show them the road map, make sure they know they’re heard, and don’t ignore their worries.

Communication and Collaboration

Halfway through our sprints we switched gears to create a prototype using React/Node instead of hi-fi mockups. In short, we did this because complex interactions necessary in our users’ niche required a more complex prototype and we wanted a PoC to prove our proposed the stack.

What this allowed was deep testing with our users but also something tangible to show stakeholders. Instead of wireframes that, in an organization that’s used to Waterfall, might seem too preliminary, or a hi-fi mockup that requires more imagination that might be expected, a functioning prototype gives them something they can grasp on to.

Many times we heard, after demoing our prototype internally, that seeing it in full action was what finally allowed everything to click. This is also what got us buy-in from the CEO and the rest of execs, allowed teams to imagine ways they could contribute, and reigned in those rogue elements by implementing their work directly into the prototype.

Sprint themes compared with the stages of building a houseMost of the prototype. No need to get too busy.
Sprint themes compared with the stages of building a houseLook at how happy they are! This is what it’s all for.