Concept Generation

Mind Map:

Problem Statements:

  1. Current pill dispensing devices can take time to open. Develop a device that improves user efficiency.
  2. Current pill dispensing devices utilize a twisting motion. Develop a device that does not need a large range of motion.
  3. Current pill dispensing devices require pressure to open. Design a product reduces or eliminates the amount of motion applied.
  4. Current pill dispensing devices require child safety features. Design a product that dispenses medication to the appropriate user to prevent misuse of the medication.
  5. Current pill dispensing devices occasionally require assistance to open. Design a device that reduces or eliminates the need for an aide.

 

Problem Area: Opening a bottle can take time.

User Needs: User needs to be able to open a pill dispensing device quickly.

Solution Goal: Under 5 second dispense time, medicine dispensed quickly, does not hinder other events/make user late.

 

Problem Area: Must follow government regulations regarding pill bottle safety.

User Needs: Allow for safe keeping of pill bottles and restrict access to only the consumer.

Solution Goal: Make safety a mindless process for the end pill consumer.

 

Problem Area: Pill bottles require a particular grip strength.

User Needs: User requires minimal to no grip abilities to open bottle.

Solution Goal: Minimize grip needs.

 

Problem Area: Some may require aide to sort, access, and consumer.

User Needs: Eliminate the reliance on others for pill pickup, sorting, and consumption.

Solution Goal: Create an independent or less reliant process to buy, sort, and take pills.

 

Problem Area: Pill bottles require a substantial amount of pressure to open.

User Needs: Allow user who can’t apply pressure a way to open a pill bottle.

Solution Goal: Significantly reduce or eliminate the need for pressure to open pill bottles.

 

Reflection:

This assignment was particularly challenging as we were required to immerse ourselves in an unfamiliar situation. As fully abled students, it was a unique experience simulating limb-difference during class and during research. It quickly became clear to us that individuals that do not have the ability to utilize both limbs face challenges throughout their daily routines. We initially challenged ourselves to perform daily tasks that the typical college student performs: playing video games, making dinner, cleaning dishes, doing laundry, etc. We discovered that although each of these tasks becomes increasingly challenging, access to medication was an area we wanted to explore further. This decision was made after realizing the number of limb difference patients that need daily access to medication.

As a team, we explored a wide variety of pill dispensing devices: traditional pill bottles, align and dispense bottles, breakable tabs, and other dispensers. We had the most challenges using traditional pill bottles as they required several motions to open as a result of child safety features. As a result of these challenges, we pursued this problem further to guide our research and overall project.

We performed a series of tasks as a team and found that the most challenges faced were time, safety, grip, aide, and pressure related. These are both mechanical problems as a result of lack of dexterity, and become personal as a result of lack of independence. Current solutions require costly prosthetics and reduced independence with the assistance of an in-home care assistant. Through a significant amount of simulated research, we gained valuable insights and developed empathy for potential end-users.

The project provided an insightful experience for the entire team. Whether it was customer mapping, problem-solution statement development, or gaining user empathy through research, we found the process rewarding. We quickly pivoted from daily college tasks as a limb-difference student to focusing on the consumption of medication and the importance it plays in a limb-difference student’s life. The combination of empathetic experiential research and data collection from sources across the web, proved a beneficial combination and delivered success for the team.