Providing a streamlined and friendly experience for children diagnosed with Type 1 Diabetes.
project details
Product Design, Branding, 3D Modelling
October 2018 - December 2018
Carter Pang, Taha Hossain, Tobias Boelkow
Sketch, After Effects, Illustrator, Invision Studio, Autodesk Maya
My role

Over the course of the project I was solely responsible for the designing and 3D modelling the physical products as well as the illustrations. The user research, user interviewing, wireframing, and prototyping were completed as a team.

The Problem

There are currently 33,000 children between the ages of 5 and 18 with Type 1 Diabetes in Canada. It is predicted that by the end of 2020, 11% of the population will be affected by Diabetes.

Many people have become accustomed to living with Type 1 Diabetes over time, although there are many obstacles that prevent an easy lifestyle transition.

Complex Processes

Administering insulin requires many tedious steps repeated throughout the day.

desire for independence

Managing blood sugar without assistance is a difficult transition for both the children and their guardian.

social anxieties

Insecurities surrounding their Diabetes can lead to stress and improper use of their devices.

The Goal

How might we empower children with Type 1 Diabetes by reimagining the insulin administration process through a unified product line?

The Solution
The Current Experience

Feels cold and medical, with clumsy and tedious controls.


Provides a unified and seamless experience, allowing users to control everything discretely from their smartphone.

The App
Vital information at a glance

Current blood sugar reading and status is prioritized for the user.

Blood sugar history

See how blood sugar levels fluctuate throughout the week, day, or hour.

Effortless Insulin Administration

Gluco calculates the appropriate insuline reading based on meal intake.

Include people you trust

Grant access to those within your circle, permanently or for a specified period of time.

No more finger pricking

Communicates with your smartphone to provide consistent and accurate blood sugar readings throughout the day.

Insulin pump

High capacity insulin cartridges that last up to two weeks.
Leave it in your pocket, and control everything from the Gluco App.

Primary Research

We worked alongside two groups of users; two siblings and their guardian, and a university student - both with Type 1 Diabetes. Conversations with these individuals allowed us to identify their personal pain points using their existing devices.

Children Ages 13-15
  • Buttons are difficult to press
  • insecure about using devices in public/in front of peers
  • micromanaging from parents
University Student
  • Interrupts school and work
Shared Pain Points
    • Processes are extremely tedious
    • Devices are clunky and unattractive
    • Devices need to taken out constantly to interact with
    Market Research

    To build a strong understanding of the current Type 1 Diabetes products, comparing them to popular health and fitness apps. Through this comparison we looked for ways to create a more human experience when designing Gluco.

    Benchmark Analysis

    Many existing type 1 diabetes products disregard design, feeling cold and medical.


    With our goal to create an application that could be realistically deployed, we evaluated technological limitations and prioritized the essential functions.

    PACT Analysis

    Understanding the technological constraints behind the project.

    MoSCoW Method

    Understanding the scope of the project.


    After identifying our users and their most prominent pain points. User journey maps were used to better understand our users through relating their emotional responses to each process of managing blood sugar.

    An interaction map was then developed to demonstrate the core functionality of the companion app – based on the mental model we identified from the current Type 1 experience.

    3 main features: Monitoring blood sugar levels, administering insulin, and sharing information temporarily.
    User Testing

    We had the privilege of user testing with three individuals, each with unique experiences living with Type 1 Diabetes. We had our users perform a series of tasks to test the functionality, and compare their experience using Gluco with their current experience.

    User Testing report

    Preparing for our user tests through the DECIDE framework.

    Information Hierarchy

    We re-evaluated the information on our dashboard where there are the most touchpoints throughout the entire app.

    Following the Mental model

    With so much information to be aware of, things can get overwhelming quickly. By adhering to the flow of the current Type 1 experience, we avoided unnecessary confusion when using the app.


    Gluco was my first group project in university. I was fortunate to work with teammates who had extremely high expectations for one another, who communicated well and worked extremely diligently. While this was not my first time user testing a product, this was my first time designing for a very specific user base – having the privilege of testing our product on those specific users. This was a great lesson in the importance of user research, interviews and testing as the outcome of this product would not at all be possible without the direct input and feedback from our users.

    Future goals

    Returning to this project I would want to continue with primary research, hopefully with an opportunity to speak with more children/families to learn about their experience with Type 1 Diabetes, as well as medical professionals. I would also want to further develop the brand in order to give it more personality – making it more inviting for children.