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Mobile UX · Interaction design

Medicare

Designing a simpler interaction for recurring medicine refills.

A mobile app concept for recurring prescription management and medicine reordering.

RoleProduct / UX Designer
PlatformMobile app
FocusInteraction & accessibility
Medicare home screen on a phone, annotated: header with help and profile, reminders, current prescription, Refill Now, order history and the bottom navigation bar
01 — Context

An easy-to-use app for monthly medicine reordering

Medicare is a mobile healthcare experience designed around a recurring task: ordering medicines that users already know they need.

For people managing chronic conditions, prescriptions can remain unchanged for long periods. Yet every month, users may still have to search for medicines, select quantities, manage prescriptions, and complete the same ordering process again.

Instead of treating every order as a new purchase, Medicare explores how an interface can remember, simplify, and support a task that users already understand.

A hand holding a phone showing the Medicare home screen with reminders, current prescription and a Refill Now button
The home screen puts a returning user's medicines and the refill action first.
02 — Problem

The problem is not ordering medicine. It is repeatedly performing the same interaction.

Most users are elderly and not very tech-savvy. Their prescriptions rarely change; they usually reorder the same medicines monthly. Yet the conventional online ordering process can require users to repeatedly navigate through multiple screens and decisions.

Users may experience

  • Complex interfaces and multiple steps
  • Small text and unclear visual hierarchy
  • Difficulty remembering refill dates
  • Fear of selecting the wrong medicine or quantity
  • Difficulty managing prescription changes
  • Uncertainty about whether an order was placed correctly
Interaction question

How might we make recurring medicine reordering easier for users who already know what medicine they need, without forcing them through the same complex ordering process every month?

This shifted the design challenge from building another medicine-ordering app to understanding how the interaction could better support a familiar, recurring task.

03 — Users

Primary users

The primary users are older adults and chronic-care users who regularly purchase prescription medicines. Their needs are different from those of a first-time medicine shopper. They often:

Reorder familiar medicines

Follow relatively stable prescriptions

Prefer predictable interactions

Need clear confirmation before an important action

May have lower confidence using digital products

Benefit from reminders rather than memory

A recurring user's mental model

The user is often not thinking: “Which medicine should I buy?” They are thinking:

“I need the medicines I normally take.”

This distinction became important in shaping the interaction.

04 — Product / UX Designer

My role

I worked across the interaction-design process, from understanding the recurring medicine-ordering problem to exploring flows, structuring information, designing the interface, establishing the design system, and refining the experience through usability review.

My contribution included

  • Understanding recurring medicine-ordering behaviour
  • Identifying interaction and usability pain points
  • Structuring the information architecture
  • Mapping key user flows
  • Exploring wireframes and interaction alternatives
  • Designing the mobile interface
  • Creating the Medicare design system
  • Applying accessibility considerations
  • Reviewing and iterating on key interactions
  • Designing the final high-fidelity experience
05 — Research

Understanding the recurring task

I focused on understanding where users experience friction while managing medicines digitally. Rather than looking only at the visual interface, I looked at the broader interaction around:

RememberingFindingSelectingReorderingConfirmingManaging

Three areas became particularly important:

01

Monthly reordering

Users may repeatedly purchase the same medicines, but the interaction often treats each purchase as a new transaction.

02

Medication reminders

Users may need to remember both when to take medicines and when medicines need to be reordered.

03

Digital confidence

A small interaction problem — an unclear button, unfamiliar terminology, or missing confirmation — can create disproportionate anxiety.

06 — Insights

What I learned

Insight 01

Familiarity is more valuable than exploration

Recurring users don't need more ways to discover medicines — they need a predictable way to access the ones they already know. This led to a stronger emphasis on previous medicines, current prescriptions, order history and refill actions.

Insight 02

Users want reassurance, not just functionality

An incorrect selection feels more serious than an ordinary shopping mistake, so users need clear confirmation at important points. This shaped action hierarchy, confirmation states, order summaries and simple language.

Insight 03

Remembering should not be the user's responsibility

Instead of expecting users to remember every date, the system supports them through reminders and refill prompts.

Insight 04

Fewer decisions can create more confidence

For a low-confidence user, every additional choice is another opportunity for uncertainty.

The more familiar the task, the less interaction the user should have to repeat.
The design therefore prioritises
One clear actionOne understandable next stepClear confirmation
07 — Interaction problem

From “placing an order” to “repeating a known task”

The research changed how I approached the main ordering interaction.

A conventional flow
SearchFind medicineSelectAdd to cartReviewCheckout

But a returning user may already know which medicines they need, which prescription they follow, and what they ordered previously. So I explored a different interaction model:

The Medicare model
Previous / current medicinesSelectReviewRefill
Central design principle

Which interactions can be removed because the system already knows something about the user's previous behaviour?

08 — Exploration

Mapping the experience

Before moving into high-fidelity screens, I mapped the major areas of the experience.

Core information architecture

Home

  • Current Prescription
  • My Medicines
  • Refill Now
  • Upcoming Reminders

Reminders

  • Upcoming Reminders
  • Add Reminder
  • Manage Reminder

Orders

  • Current Orders
  • Order History

Prescription

  • Current Prescription
  • Manage Prescription
  • Add / Delete Medicine

Profile

  • Manage Profile
  • Caregiver Details
  • Help

Key routes explored

Rather than forcing users to begin with search, the interface creates direct paths to the information they are most likely to need. The question: what should a returning user see first?

Refill
HomeCurrent MedicinesRefill NowCheckout
Reminder
HomeRemindersAdd ReminderConfirm
Prescription management
HomeCurrent PrescriptionManage PrescriptionAdd / Delete Medicine
Order history
HomeOrdersHistoryPrevious Order

Wireframe exploration

Early exploration focused on information hierarchy, placement of recurring actions, navigation structure, medicine information density, primary versus secondary actions, confirmation points, and the number of steps required to complete recurring tasks.

What information does the user need at each moment, and what can the system remove from the interaction?
09

Design decisions

DecisionProblemWhy
01 · Make recurring actions immediately accessible — Refill Now, My Medicines and Reminders are surfaced prominently.A returning user shouldn't have to navigate the entire product to repeat a familiar task.The interface should reflect the user's most frequent behaviour rather than treating every feature as equally important.
02 · Treat previous medicine information as a shortcut — previous/current medicines become part of the primary experience.Repeatedly searching for the same medicines adds unnecessary interaction.Instead of “What medicine are you looking for?”, the system says “Here are the medicines you usually manage.”
03 · Separate medication management from ordering — My Medicines, Manage Prescription, Reminders and Orders are distinct.Medicines are not only products to purchase; users also manage prescriptions and reminders.Clearer mental models for different tasks instead of one overloaded flow.
04 · Use reminders as proactive support — add reminders with a single action and view upcoming ones.Users should not have to remember every refill date manually.Moves from “come back when you remember” to “the system helps you remember.”
05 · Make important actions visually unambiguous — primary actions are distinct; secondary ones recede.Low digital confidence can make unclear actions intimidating.Strong hierarchy reduces the decisions users make before knowing what to do next.
06 · Confirmation is part of the interaction — important actions get clear feedback.Users may worry they chose the wrong medicine or that an order didn't go through.In healthcare, reassurance is not visual polish. It is part of usability.
10 — Design system & accessibility

Designing for clarity before decoration

The Medicare design system was created to maintain consistency across the product while supporting users with lower digital confidence.

The Medicare logo on a construction grid next to the green splash screen with the tagline “Care that remembers, so you don't have to.”
Brand mark and splash screen — a calm, healthcare green and a single clear message.

Typography

Legible type sizes and clear hierarchy to improve scanning and readability.

Colour

Calm, healthcare-oriented colours to communicate trust and reduce visual intensity.

Spacing

Generous spacing separates information and actions, reducing visual clutter.

Components

Buttons, cards, forms, navigation and feedback states follow consistent patterns, so users learn once and reuse.

Accessibility considerations

Accessibility was treated as an interaction requirement rather than a visual afterthought.

  • Larger, readable text
  • Clear contrast
  • Adequate touch-target size
  • Simple language
  • Consistent navigation
  • Clear primary actions
  • Sufficient spacing between interactive elements
  • Confirmation feedback for important actions
If an interaction requires the user to stop and wonder what happens next, the interface has more work to do.
11 — Evaluation

Testing the interaction, not just the interface

The designs were reviewed through informal usability checks and self-evaluation against accessibility and elderly-usability considerations.

Task 01

Can a returning user find their medicines quickly?

Task 02

Can they initiate a refill without unnecessary steps?

Task 03

Can they create and understand a medicine reminder?

Task 04

Can they tell whether an important action succeeded?

What changed after evaluation

  • Reduced unnecessary steps
  • Strengthened button visibility
  • Simplified confirmation messages
  • Improved information hierarchy
  • Made recurring actions easier to discover

Before

More interaction and more competing information.

After

A clearer hierarchy with stronger emphasis on the user's immediate task.

12 — Final interaction

The recurring refill journey

01

Home

Quick access to medicines, reminders, prescription and refill actions.

02

My Medicines

Previously managed medicines are available without starting from search.

03

Refill Now

The user initiates the recurring task directly.

04

Review

Medicines and order information are presented clearly before confirmation.

05

Checkout

The transaction completes with minimal unnecessary interaction.

06

Confirmation

A clear completion state reassures the user the order is placed.

Medicare screens: splash, create account (step 1 of 5), add medicine by photo, upload or typing (steps 2–3), prescription read with medicines found, and the review screen with Continue (step 4)
Onboarding and adding a prescription: create an account, then add medicines by photo, upload or typing, and confirm what the app found.

Supporting interactions

Medicare screens: reminders, review order, order history, help and support, add reminder time, confirm order, my profile with caregiver, and order placed confirmation
Supporting screens — reminders, ordering, history, help, caregiver profile and clear confirmations.
Reminder
RemindersAdd ReminderSet reminderConfirmation
Prescription
Current PrescriptionManage PrescriptionAdd / Delete Medicine
History
OrdersHistoryPrevious Orders
Caregiver support
ProfileCaregiver Details
13 — Reflection

What I learned

Medicare changed how I think about simplicity in interaction design. I initially approached the problem as: How can I make online medicine ordering easier? But the more important question became: Does the user need to perform all of these interactions again in the first place?

For recurring tasks, the best experience may not be a faster version of the existing process. It may be an interaction that remembers what the user already knows and removes unnecessary decisions.

This project also made me think about accessibility beyond font sizes and colour contrast. For users with lower digital confidence, accessibility is closely connected to predictability, feedback, hierarchy, and confidence.

A clear interface lets the user understand
Where they areWhat they can doWhat will happen nextWhether they did it correctly
Good interaction design is not about adding more assistance. Sometimes it is about removing the interactions users never needed to perform.