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Product Designer

Product Designer

Figma / Figjam / Jira / Teams / Maze / Hotjar / Confluence/

Figma / Figjam / Jira / Teams / Maze / Hotjar / Confluence/

Figma / Figjam / Jira / Teams / Maze / Hotjar / Confluence/

PM / Devs / Stakeholders

PD, PO, Devs, Stakeholders,

Figma / Figjam / Jira / Teams / Maze / Hotjar / Confluence/

Figma / Figjam / Jira / Teams / Maze / Hotjar / Confluence/

PM / Devs / Stakeholders

PD, PO, Devs, Stakeholders,

Cancerbuddy

Emotional capacity during the cancer journey

THE PROBLEM

The healthcare information existed.

Patients couldn't always process it.

A cancer diagnosis changes far more than a patient's medical condition.

It changes how people absorb information, make decisions, manage uncertainty, and interact with the world around them.

Patients and caregivers are often expected to coordinate appointments, treatments, medications, test results, and support networks while simultaneously dealing with fear, exhaustion, and emotional stress.

Very few are designed around emotional reality.

The challenge was helping people navigate some of the most emotionally demanding moments of their lives

Overwhelming

Overwhelming

Users often interacted with the platform during moments of stress, anxiety, or uncertainty.

These emotional states directly impacted how they processed information and completed tasks.

Users often interacted with the platform during moments of stress, anxiety, or uncertainty.

These emotional states directly impacted how they processed information and completed tasks.

Users often interacted with the platform during moments of stress, anxiety, or uncertainty.

These emotional states directly impacted how they processed information and completed tasks.

Information overload increased anxiety

Information overload increased anxiety

Healthcare systems often assume that more information creates confidence.

Research revealed the opposite.

Too much information frequently increased confusion and emotional burden.

Healthcare systems often assume that more information creates confidence.

Research revealed the opposite.

Too much information frequently increased confusion and emotional burden.

Healthcare systems often assume that more information creates confidence.

Research revealed the opposite.

Too much information frequently increased confusion and emotional burden.

Usability issues became major obstacles

Usability issues became major obstacles

Interactions that might feel minor in everyday circumstances became significantly more difficult during treatment.

Every additional step carried greater cognitive cost.

Interactions that might feel minor in everyday circumstances became significantly more difficult during treatment.

Every additional step carried greater cognitive cost.

Interactions that might feel minor in everyday circumstances became significantly more difficult during treatment.

Every additional step carried greater cognitive cost.

"When you're dealing with treatment, even simple decisions feel heavier than they should."

"When you're dealing with treatment, even simple decisions feel heavier than they should."

Patient Interview

Patient Interview

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DISCOVERY
DISCOVERY

We weren't designing for healthcare.

We were designing for emotional reality.

We weren't designing for healthcare.

We were designing for emotional reality.

Early research focused on workflows, information architecture, and healthcare tasks.

What emerged was something deeper.

They were caused by emotional and cognitive strain.

They were navigating uncertainty, fear, fatigue, and vulnerability.

This changed the entire framing of the project.

Instead of asking how we could provide more information, we focused on how we could reduce effort while increasing confidence.

The goal shifted from delivering information to supporting people

Early research focused on workflows, information architecture, and healthcare tasks.

What emerged was something deeper.

They were caused by emotional and cognitive strain.

They were navigating uncertainty, fear, fatigue, and vulnerability.

This changed the entire framing of the project.

Instead of asking how we could provide more information, we focused on how we could reduce effort while increasing confidence.

The goal shifted from delivering information to supporting people

Early research focused on workflows, information architecture, and healthcare tasks.

What emerged was something deeper.

They were caused by emotional and cognitive strain.

They were navigating uncertainty, fear, fatigue, and vulnerability.

This changed the entire framing of the project.

Instead of asking how we could provide more information, we focused on how we could reduce effort while increasing confidence.

The goal shifted from delivering information to supporting people

Emotional state

Information needs

Support interactions

Decision points

Emotional Journey Map
Emotional Journey Map

This became the foundation for prioritization and content architecture decisions.

This became the foundation for prioritization and content architecture decisions.

TARGET USERS
Elena
Patient

Patient

Needs clarity, reassurance, and manageable information during treatment.

Needs clarity, reassurance, and manageable information during treatment.

A screenshot of desserts shop header
Carlos

Caregiver

→ How might we design for users with limited cognitive capacity?

Needs visibility into critical information without introducing additional complexity.

→ How might we strengthen support systems across caregivers and families?

A screenshot of desserts shop header
Sofia

Family Member

→ How might we design for users with limited cognitive capacity?

Needs visibility into critical information without introducing additional complexity.

→ How might we strengthen support systems across caregivers and families?

A screenshot of desserts shop header

Design Decision

Helps small business owners manage inventory and place recurring orders

Connects with thousands of retailers across Mexico, supporting the daily operations of convenience stores, corner shops, and local businesses.

how might we...

→ How might we help patients process information more comfortably?

→ How might we design for users with limited cognitive capacity?

→ How might we create healthcare experiences that feel human rather than clinical?

→ How might we strengthen support systems across caregivers and families?

01

Progressive Information Disclosure

Patients frequently felt overwhelmed when presented with large amounts of information simultaneously. We redesigned content structures to reveal information gradually based on context and relevance.

Tradeoff

Some stakeholders initially worried users would miss information. Testing showed comprehension improved significantly when information appeared progressively.

02
Design Communication Before Screens

Research revealed that language itself was influencing usability. Users responded differently depending on tone, structure, and communication style. Instead of treating content as a secondary layer, communication became a core design component.

Tradeoff

This required deeper collaboration with stakeholders responsible for healthcare content.

The additional effort improved trust and comprehension.

03

Build for Emotional Accessibility

Accessibility extended beyond visual standards.

The experience was designed to remain usable during periods of fatigue, stress, and limited attention.

Tradeoff

Improved usability under real-world treatment conditions.

A screenshot of desserts shop header
DEFINE

Helps small business owners manage inventory and place recurring orders

Connects with thousands of retailers across Mexico, supporting the daily operations of convenience stores, corner shops, and local businesses.

store owners value speed, simplicity, and reliability.

Store owners value speed, simplicity, and reliability.

the experience should be optimized for reordering, not browsing

store owners value speed, simplicity, and reliability.

150+

Many place orders multiple times per week to restock their stores.

6

Order products regularly to maintain inventory and serve customers

18

Content

150+
150+
150+
150+

Many place orders multiple times per week to restock their stores.

store owners value speed, simplicity, and reliability.

Small corner stores

1 to 3 employees. Low digital maturity

Reorder, don't stop

4 to 10 employees. Use digital tools ocasionally

Distributors & Wholesalers

High order volume. More complex operations

Distributors & Wholesalers

High order volume. More complex operations

Distributors & Wholesalers

High order volume. More complex operations

A screenshot of desserts shop header

Content

Content

store owners value speed, simplicity, and reliability.

Step-by-step flows that teach and guide users without overhelming them.

Learning moments embedded naturally within the user journey.

Recomendations based on user interests, goals and behavior.

Visual and simple explanations of perfomance risk.

Define

Helps small business owners manage inventory and place recurring orders

Connects with thousands of retailers across Mexico, supporting the daily operations of convenience stores, corner shops, and local businesses.

Store owners value speed, simplicity, and reliability.

Small corner stores

1 to 3 employees. Low digital maturity

Reorder, don't stop

4 to 10 employees. Use digital tools ocasionally

Distributors & Wholesalers

High order volume. More complex operations

Distributors & Wholesalers

High order volume. More complex operations

FINAL EXPERIENCE

Small corner stores

1 to 3 employees. Low digital maturity

Small corner stores

1 to 3 employees. Low digital maturity

Small corner stores

1 to 3 employees. Low digital maturity

Small corner stores

1 to 3 employees. Low digital maturity

Define

Helps small business owners manage inventory and place recurring orders

Connects with thousands of retailers across Mexico, supporting the daily operations of convenience stores, corner shops, and local businesses.

1 to 3 employees. Low digital maturity

4 to 10 employees. Use digital tools ocasionally

High order volume. More complex operations

FINAL EXPERIENCE

FINAL EXPERIENCE

FINAL EXPERIENCE

1 to 3 employees. Low digital maturity

4 to 10 employees. Use digital tools ocasionally

High order volume. More complex operations

High order volume. More complex operations

FINAL EXPERIENCE

1 to 3 employees. Low digital maturity

4 to 10 employees. Use digital tools ocasionally

High order volume. More complex operations

High order volume. More complex operations

FINAL EXPERIENCE

FINAL EXPERIENCE

FINAL EXPERIENCE

1 to 3 employees. Low digital maturity

1 to 3 employees. Low digital maturity

4 to 10 employees. Use digital tools ocasionally

1 to 3 employees. Low digital maturity

High order volume. More complex operations

1 to 3 employees. Low digital maturity

High order volume. More complex operations

1 to 3 employees. Low digital maturity

1 to 3 employees. Low digital maturity

4 to 10 employees. Use digital tools ocasionally

Distributors & Wholesalers

High order volume. More complex operations