Medi-Clinic Waiting Room Ticket

Waiting for a doctor is typically not a pleasurable experience, especially if it’s at a walk-in clinic. Wait times at walk-in clinics can be incredibly long, and can cause patients to feel trapped. If they leave the clinic, their position in line is forfeited, causing them to have to restart the process of waiting, spending even more time waiting for a doctor.

My inspiration for this project came from my own personal experience of feeling trapped when I needed to use a walk-in clinic. I waited in a crowded waiting room for upwards of 90 minutes - during that time I really wished I had the ability to leave the room!

This medi-clinic ticketing system is for patients with smartwatches; it allows the patient to leave the waiting room without forfeiting their place in line. The application informs the patient of their position in line for the next available physician. Patients have the ability to move behind in line, should they still be outside of the office when their turn is called.

This app enables the patient to use the waiting time for other activities such as running errands or enjoying a more pleasurable environment such as a café. In particular patients don’t need to worry if they are late returning because of an unforeseen delay, such as being stuck in traffic. In addition, not being forced to wait in a room with other patients lessens the patient’s risk of exposure to contagious illness.

I was the sole designer of this project, creating sketches, wireframes, and a prototype. This project was developed as part of a Mobile Design course in Sheridan’s Interactive Media Management certificate program. The objective of this project was to create a concept for a smartwatch application by using rapid sketches over multiple iterations, to quickly generate new ideas and refine the application concept.

After completing a rapid sketch of our concept, my classmates and I circled around the classroom providing feedback on each other’s application concepts. We then created new sketches on the basis of the feedback. Feedback from my classmates influenced the subsequent sketches.

A user flow was sketched out to make sure the movement between screens in the application made sense

After completing the rough sketches and user flow, and feeling satisfied the application was complete, I created wireframes in Illustrator, to explain clearly the purpose of each screen.

After completing the wireframes, I created a working prototype of the app.

This project was one of my first experiences with using prototyping software. I gained experience from using Adobe XD. Afterwards I wanted to have the prototype integrated on to my portfolio website and used Figma to create an embedded prototype. This was my first experience with using Figma.

In addition to learning and gaining experience with new software, I learned the importance of receiving feedback from other designers to point out areas for improvement– having a different point of view from other designers helps you see your own application in a different way, seeing things you did not see before.