KONTA BIRTH CONTROL ACCESS APP
|| UX/UI | MOBILE | BRANDING ||
Tools used: Sketch + Invision + illustrator
Konta is a mobile app that uses telemedicine to connect users with doctors if they need a birth control prescription or refill. Contraceptives are available for purchase and shipped in discreet packaging.
Approximately 20 million women in the United States lack access to birth control. Of these women, over 10 million American women live in places without even one clinic per 1,000 women. Many of these “contraceptive deserts” are in the midwest and Texas. Though this lack of access is a multifaceted issue, geography clearly plays a substantial role.
I came up with this idea after learning about Eaze, the marijuana prescription and delivery app. Before recreational marijuana was legal in California, I had many peers and friends who used Eaze to meet with a doctor via video call, acquire a medical marijuana card for their "trouble sleeping," (*wink wink nudge nudge*) and order their THC product of choice — all through the app.
If people could get a prescription for marijuana and order it through their phone, why couldn't the same be done for birth control? As far as I'm concerned, sexual health and reproductive responsibility are more important and socially beneficial. Which leads us to my solution: Konta.
I designed a mobile app that connects patients with doctors, whether or not they have insurance, so that they can get a prescription and have birth control delivered to their door.
For this project, I worked "backward." Instead of diving straight into sketching UX flows and UI designs, I started by pretending this product already existed and coming up with some marketing copy.
By creating a clear product vision through the exercise of writing a press release and mission statement, I forced myself to focus the scope of this project. In writing both of these, I did a lot of background research to identify and verify the market need — in addition to learning more about the potential users. Though this is currently a solo-endeavor, in the case of a larger business, these documents would benefit both the financial stakeholders and the UX team. These show the stakeholders that there's a market need and that they can make money. They remind the UX team about the main objectives, thus keeping the product focused.
After that, I created a UX research plan that I believe would help test and improve the product after a solid prototype has been made.
Then, using the knowledge I'd gained from secondary research and empathizing with potential users, I came up with a few User Stories. These are examples of tasks users might want to complete and their motivations. Both of these help direct the UX design of the product.
Only after all of that did I begin rapid prototyping by sketching on paper. Once I had a good idea of the UX flow and basic UI components, I started building the design with Sketch App and prototyping interactions in InVision.
1. DETERMINING PRODUCT VISION
3. UNDERSTANDING USERS AND RELATIONSHIPS
4. RAPID IDEATION
My sketched out UX flows and UI designs.
5. DESIGN EXPLORATION
All 39 screens I designed in Sketch for version 1. (You bet I'm continuing to work on this! There are so many more user types to design for!)