MedixScan
Reimagining access to over-the-counter drug information.
Industry: Health & Wellness, Design Research, Capstone

Team:
Neharika Sidda (Solo)
Role:
Researcher & Product Designer
Timeline:
September 2023 - May 2024, 8 months
Tools:
Figma · Miro · Google Sheets · Adobe Illustrator · WebAIM Contrast Checker
Deliverable(s)
Physical & Digital Mockups & Prototypes
Overview
Quickly access drug facts such as ingredients, dosage, and precautions by scanning a QR code on OTC packaging
MedixScan is a mobile app designed to improve access to Drug Facts Labels (DFLs) for over-the-counter (OTC) medications in Canada.
This project addresses growing concerns about the misuse of OTC drugs due to confusing or overlooked DFLs. Rather than redesigning the regulatory table, MedixScan supplements the existing Canadian Drug Facts Table (CDFT) through research-backed design.
MedixScan in application;
at home (OTC drug usage):

in pharmacies/drug stores (OTC drug purchasing):

Background
MedixScan emerged as a design initiative to bridge communication gaps in the purchase & usage of OTC products.
MedixScan emerged as a design research initiative to address these access and communication gaps.
Rather than redesigning regulated content, I asked: What if we designed around it? How might a supplemental solution help people to interact with DFLs in ways that are clearer, and more in tune to their needs?
How can basic block play be designed to support the development of children's spatial concepts (e.g., size, direction, proximity)?
Inspired by a study in Mind, Brain and Education, which links block play to stronger spatial reasoning skills, I set out to create a form of interactive sculpture that could serve as both a playful experience and a cognitive learning tool.
Problem
OTC medication misuse is a quiet but significant public health issue.
Research Focus:
Misinterpretation of Drug Facts Labels (DFLs) due to
language
legibility
literacy barriers
etc.,
can lead to accidental overdoses, allergic reactions, and poor drug interactions. It is a common misconception that OTC products are “safe enough,” to not have to adhere to its usage and instructions as strictly as you may with other medications/products.
Research Objectives:
How do people currently interpret and engage with OTC drug labels?
What barriers, ex. visual, linguistic, contextual, etc., affect understanding or use of OTC products?
How might participatory methods uncover unspoken needs across different users?
Literature Review
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
I began with an in-depth review of Canadian CDFT and FDA OTC labeling guidelines to understand the legal and medical structure of DFLs. I examined how drugs are categorized, what information must be disclosed, and how this data is currently formatted.
Insight: The DFL is a standardized, research-backed format—but difficult to read, especially on small or folded packaging. A digital solution must preserve regulatory content while improving clarity and navigation.
Before ideating any solutions, I studied the regulatory and medical systems behind OTC labeling.
Canadian Drug Facts Table (CDFT)
FDA Monograph Reform & Labeling Regulations
Guidelines for drug categorization, required disclosures, and historical iterations of DFL structure.
Key Insight: CDFTs are the product of years of clinical research and policy iteration. This meant any intervention needed to complement—not replace—these systems, framing MedixScan as a digital supplement.
Primary Research
Field Observations
I visited multiple pharmacies and documented how OTC drug information is displayed across different brands. I created a comparative spreadsheet mapping colors, label structures, and common design patterns.
Insight: “Open-for-more” labels restrict full access to DFLs until purchase. This creates an equity issue—users should be able to assess health risks before buying. Red was used sparingly and strategically, mostly for warnings.
Label Audit
I conducted an observational study of OTC packaging in pharmacies and compiled a label audit of over 30 products.
Focus AreasFindingsLabel visibilityMany DFLs were inside flaps or accessible only after opening packaging.Color usageBlack & white were the norm. Red was reserved for warnings—used sparingly and with authority.LanguageAll packaging was in English and French only.Content consistencyEven within the same brand, structure varied. Sections like dosage and warnings were inconsistently formatted.
Synthesis: The experience of accessing drug information was inconsistent, reliant on packaging conditions, and designed for a “universal” reader who doesn’t necessarily exist.
Interviews
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
Participatory Design & Stakeholder Interviews
I led interviews with:
Pharmacists and pharmacy assistants
Physicians
Adult consumers (including elderly users, multilingual users, and students)
Through these conversations, I identified the most common communication breakdowns and accessibility concerns in everyday OTC usage.
Insight: Pharmacists reported repeated questions about legibility, drug interactions, and language. Patients expressed confusion, especially with multilingual needs or vision impairments.
I interviewed healthcare professionals and frontline pharmacy workers to uncover recurring pain points:
Pharmacists: “People rarely read the label—even when they should.”
Pharmacy Assistants: “Most questions are about side effects, dosage, or interactions. Sometimes people just can’t see the font.”
Doctors: “OTC misuse often flies under the radar because patients assume they don’t need to disclose it.”
Themes Emerged:
High reliance on pharmacists for clarification
Poor legibility as a repeated barrier
Confusion over active ingredients and brand differences
Lack of continuity between purchasing and at-home usage
PERSONAS:
Personas
From the interviews and literature, I developed personas representing:
Older adults with chronic health conditions
Newcomers or ESL users
Young parents managing OTC drugs for children
Health-conscious students managing self-care
These personas directly informed user flows and feature prioritization.
Build Process:
Cut sponge shapes into interlocking pieces
Reinforced with cardstock to maintain structure
Painted in Bauhaus-inspired palette (red, blue, green, white)
Adjusted block forms to ensure balance and stackability




Participatory Design
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
Participatory Design & Stakeholder Interviews
I led interviews with:
Pharmacists and pharmacy assistants
Physicians
Adult consumers (including elderly users, multilingual users, and students)
Through these conversations, I identified the most common communication breakdowns and accessibility concerns in everyday OTC usage.
Insight: Pharmacists reported repeated questions about legibility, drug interactions, and language. Patients expressed confusion, especially with multilingual needs or vision impairments.
User Interviews & Participatory Feedback Loops
I conducted informal interviews and co-design feedback sessions with diverse users (parents, ESL speakers, elderly adults, university students).
Each prototype was accompanied by task-based usability testing and a “think aloud” protocol.
Participant NeedsDesign ResponsesNeeds bigger font for vision impairmentsAdded font-size selection during onboardingGets confused by label structureCreated modular, color-coded card systemDoesn’t trust scanned contentKept content verbatim, with a visual similarity to the printed DFLForgets expiry datesAdded a “save & tag” function with expiration input
Design Iteration
Protoyping through research
Prototype 1: CDFT Interface Concept
My first prototype focused solely on digitizing the DFL structure. I experimented with visual hierarchy and content grouping using colors to differentiate sections. However, user testing revealed the color choices were distracting and confusing.
Prototype 1: CDFT Interface Concept
My first prototype focused solely on digitizing the DFL structure. I experimented with visual hierarchy and content grouping using colors to differentiate sections. However, user testing revealed the color choices were distracting and confusing.
Prototype 1 – Early Interface Sketches
Color-coded sections for internal logic (warnings, dosage, ingredients)
Testing showed the system was intuitive for me, but confusing for users—colors lacked clarity and hierarchy
Prototype 2: Contextual Testing
The second prototype incorporated brand packaging colors for context while retaining a neutral, accessible layout for information. I began testing transitions and interactive elements for collapsible content. Users preferred this hybrid approach that kept essential content consistent while signaling context with color.
Prototype 2 – Context-Aware Design
Used color palettes from scanned product packaging for subtle branding recognition
Simplified content groups into expandable cards
First use of live interactions for usability testing
Prototype 3: Refined Mobile Interface
The final iteration integrated learnings from usability testing across prototypes. This version featured:
A persistent top section for active ingredients and purpose
WCAG-compliant contrast levels
Language toggling (English/French)
Onboarding customization for font size
Prototype 3 – Refined System
All elements now informed by regulatory structure, tested feedback, and accessibility audits
Maintained black/white text for content; used red only for health alerts
Typography shifted to DM Sans (digital-optimized, tested for comprehension and x-height legibility)
FINAL FEATURES

Outcome/Final/Considerations
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
5. Outcome
The final piece is a set of vibrant, sculptural blocks that serve as both a visual art object and a developmental tool. It encourages young users to think spatially, experiment physically, and play curiously—interacting with form, balance, and structure in real time.


Accessibility
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
All color combinations were tested against WCAG 2.0 AA standards using the WebAIM checker to ensure readability for users with visual impairments or color blindness
Impact
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
All color combinations were tested against WCAG 2.0 AA standards using the WebAIM checker to ensure readability for users with visual impairments or color blindness
Reflections
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
This project taught me the power of collaborative design research and deepened my understanding of designing within regulatory constraints. MedixScan didn’t attempt to disrupt the medical system, but to work within it—respecting its structure while making it more inclusive.
It also demonstrated how participatory methods, when used consistently, reveal not only pain points but opportunities to build trust and clarity in healthcare communication.
Next Steps
Looking Ahead
Expand language offerings to include commonly spoken languages in immigrant communities
Explore pharmacy partnerships to test real-world deployment
Develop a web-based version for desktop users and caregivers
Explore partnerships with pharmacies to pilot QR-DFT labels
Expand language support beyond official languages (ESL + newcomer outreach)
Extend research to evaluate comprehension & retention outcomes through MedixScan vs traditional labels
MedixScan became more than a digital solution—it became a lens to critically examine the everyday systems we interact with, often without realizing how exclusionary they can be.
Through this project, I learned:
How to work within systems without compromising user needs
The value of participatory research in healthcare
That accessibility is not an add-on—it’s the foundation of ethical design
Relevance
Design in Space is a physical play prototype designed to support the development of children's spatial awareness.
Relevance to Games User Research
Spatial Learning in Games: Spatial reasoning is key in many game mechanics—from puzzle-solving to navigation
Physical-to-Digital Translation: Shows understanding of how physical prototypes inform digital design
User-Centered Design: Embeds user psychology into every design choice, even without digital interaction
Relevance to Games User Research
Highlights the intersection of cognitive psychology and game mechanics
Demonstrates how physical prototyping can serve as a precursor to interactive game design
Emphasizes the importance of user empathy and iterative testing—even in early, analog form
© 2025 Neharika Sidda
Made with ♡ in Vancouver, BC