MANAGEMYPAIN

Simplifying pain tracking for first-time neurodivergent users.

TYPE

Independent redesign project

ROLE

UX Researcher, UI/UX Designer

YEAR

2024-2025

TOOLS

Figma

CASE STUDY SNAPSHOT

Problem

First-time pain logging felt overwhelming for neurodivergent users.

Users

Neurodivergent first-time users with chronic pain

Challenge

Reduce cognitive load while preserving clinically useful details

Approach

Research, flow redesign, accessibility review, usability testing.

Outcome

Clearer guidance, improved scanability, more flexible pain entry.

CASE STUDY SNAPSHOT

Problem

First-time pain logging felt overwhelming for neurodivergent users.

Users

Neurodivergent users with chronic pain

Challenge

Lower cognitive load without losing useful detail

Approach

Research, flow redesign, accessibility review, usability testing.

Outcome

Clearer guidance, improved scanability, more flexible pain entry.

CASE STUDY SNAPSHOT

Problem

First-time pain logging felt overwhelming for neurodivergent users.

Users

Neurodivergent first-time users with chronic pain

Challenge

Reduce cognitive load while preserving clinically useful details

Approach

Research, flow redesign, accessibility review, usability testing.

Outcome

Clearer guidance, improved scanability, more flexible pain entry.

PROJECT OVERVIEW

The challenge of tracking pain clearly

ManageMyPain helps people record, analyse, and share chronic pain symptoms.

Chronic pain tracking depends on detailed input, but detail can also create effort. Users may need to interpret unfamiliar questions, remember symptoms, and make several choices while already tired, distracted, anxious, or in pain.

This project began with a broader question: how might chronic pain tracking feel more accessible for neurodivergent users?

ManageMyPain helps people record, analyse, and share chronic pain symptoms.

Chronic pain tracking depends on detailed input, but detail can also create effort. Users may need to interpret unfamiliar questions, remember symptoms, and make several choices while already tired, distracted, anxious, or in pain.


This project began with a broader question: how might chronic pain tracking feel more accessible for neurodivergent users?

INITIAL PROBLEM STATEMENT

How might we make tracking and managing chronic pain in ManageMyPain more accessible for neurodivergent users?

USER INTERVIEWS

Users felt lost before they even began.

NUMBER OF USERS

8

NUMBER OF USERS

8

NUMBER OF USERS

8

APP USE PERIOD

4 weeks

APP USE PERIOD

4 weeks

APP USE PERIOD

4 weeks

When synthesizing the interview data, a clear pattern emerged: the highest friction and emotional overwhelm occurred right at the start of the journey:during onboarding.

USER QUOTE

“It’s like a big form that you’re looking at. It’s quite overwhelming and a lot.”

Participant no.1

USER QUOTE

“It’s like a big form that you’re looking at. It’s quite overwhelming and a lot.”

Participant no.1

USER QUOTE

“It’s like a big form that you’re looking at. It’s quite overwhelming and a lot.”

Participant no.1

All participants described feeling lost, overloaded, or unsure of what was expected before they could begin tracking their pain.

KEY INSIGHT

The biggest friction was not pain tracking as a whole, but the first-time entry experience, where users felt overwhelmed before they could even begin.

This finding led me to reframe my initial problem statement.

REFRAMED PROBLEM STATEMENT

How might we make the first-time user experience of ManageMyPain less cognitively overwhelming for users who are neurodivergent?

This reframing narrowed the project from improving the whole app to focusing on the moment with the highest impact: a user’s first pain entry.

ANALYSIS OF COMPETITORS

What the competitors got right about reducing overwhelm

I reviewed direct and indirect competitors to understand how health, tracking, and habit-forming apps reduce effort during complex tasks.

PATTERN 01

Single entry point

One clear starting point reduces decision fatigue.

PATTERN 01

Single entry point

One clear starting point reduces decision fatigue.

PATTERN 04

Clear visual hierarchy

Better hierarchy improves scanability.

PATTERN 04

Clear visual hierarchy

Better hierarchy improves scanability.

PATTERN 07

Contextual help

Provides timely help without distracting from main task

PATTERN 07

Contextual help

Provides timely help without distracting from main task

PATTERN 02

One task at a time

Smaller steps help users stay focused.

PATTERN 02

One task at a time

Smaller steps help users stay focused.

PATTERN 05

Simple language

Clear wording reduces interpretation effort.

PATTERN 05

Simple language

Clear wording reduces interpretation effort.

PATTERN 08

Clear feedback

Prevents repetitive actions from being performed.

PATTERN 08

Clear feedback

Prevents repetitive actions from being performed.

PATTERN 03

Visible progress

Progress cues make effort feel more intentional.

PATTERN 03

Visible progress

Progress cues make effort feel more intentional.

PATTERN 06

Flexible customisation

Users can adapt the experience as per their needs.

PATTERN 06

Flexible customisation

Users can adapt the experience as per their needs.

PATTERN 01

Single entry point

One clear starting point reduces decision fatigue.

PATTERN 03

Visible progress

Progress cues make effort feel more intentional.

PATTERN 05

Simple language

Clear wording reduces interpretation effort.

PATTERN 07

Contextual help

Provides timely help without distracting from main task

PATTERN 02

One task at a time

Smaller steps help users stay focused.

PATTERN 04

Clear visual hierarchy

Better hierarchy improves scanability.

PATTERN 06

Flexible customisation

Users can adapt the experience as per their needs.

PATTERN 08

Clear feedback

Prevents repetitive actions from being performed.

IDEATION AND SKETCHING

Exploring ideas through sketches and wireframes

I translated the research insights into four design principles that guided the first-entry redesign:

DESIGN PRINCIPLE 01

Reduce decision load

Fewer competing choices help users begin without freezing.

DESIGN PRINCIPLE 01

Reduce decision load

Fewer competing choices help users begin without freezing.

DESIGN PRINCIPLE 03

Minimise cognitive effort

Timely explanations reduce mental effort required to interpret questions, especially when in pain.

DESIGN PRINCIPLE 03

Minimise cognitive effort

Timely explanations reduce mental effort required to interpret questions, especially when in pain.

DESIGN PRINCIPLE 02

Support task completion

Progress cues and clear navigation help users stay motivated and oriented.

DESIGN PRINCIPLE 02

Support task completion

Progress cues and clear navigation help users stay motivated and oriented.

DESIGN PRINCIPLE 04

Preserve user control

Back, Next, Skip, and flexible choices support user autonomy, reduce anxiety, and feeling of being "trapped".

DESIGN PRINCIPLE 04

Preserve user control

Back, Next, Skip, and flexible choices support user autonomy, reduce anxiety, and feeling of being "trapped".

DESIGN PRINCIPLE 01

Reduce decision load

Fewer competing choices help users begin without freezing.

DESIGN PRINCIPLE 02

Support task completion

Progress cues and clear navigation help users stay motivated and oriented.

DESIGN PRINCIPLE 03

Minimise cognitive effort

Timely explanations reduce mental effort required to interpret questions, especially when in pain.

DESIGN PRINCIPLE 04

Preserve user control

Back, Next, Skip, and flexible choices support user autonomy, reduce anxiety, and feeling of being "trapped".

While sketching, I primarily focused on different design patterns to reduce cognitive load and ensure a less overwhelming first-time flow for neurodivergent users, such as

  1. Progressive disclosure

  2. Strong visual hierarchy

  3. Clear navigation

WIREFRAMES AND PROTOTYPES

From concepts to a testable experience

The most promising sketch concepts were translated into low-fidelity wireframes, using them to create a lo-fi prototype for usability testing. At this stage, I focused on structure rather than visual polish: could a guided flow make first-time pain logging feel less overwhelming?

1. One decision per step

2. Back, Next, and Skip keep users in control

3. Contextual help supports uncertain moments

One decision per step

Back, Next, and Skip keep users in control

Contextual help supports uncertain moments

One decision per step

Back, Next, and Skip keep users in control

Contextual help supports uncertain moments

USABILITY TESTING

Users hesitated when the app made them think

= participant affected ,

= not affected

(total number =5)

FINDING O1

FINDING O1

Personalisation Matters

Personalisation Matters

Participants desired the flexibility to express pain in ways that aligned with their individual experiences. This need first emerged during interviews with users of the existing app and resurfaced during lo-fi testing.

“I want to choose how to track my pain the way I want.”

“I want to choose how to track my pain the way I want.”

EXPLORED REDESIGN

EXPLORED REDESIGN

Let users decide how they want to track pain

Let users decide how they want to track pain

I introduced multiple pain scale options so users could choose a method that felt more intuitive, familiar, and personally meaningful.

1. Choose a pain scale that feels intuitive

2. Log overall pain or pain by body part

3. Selected option expands with next-step choices

Choose a pain scale that feels intuitive

Log overall pain or pain by body part

Selected option expands with next-step choices

Choose a pain scale that feels intuitive

Log overall pain or pain by body part

Selected option expands with next-step choices

FINDING O2

FINDING O2

Ambiguous microcopy increased effort

Ambiguous microcopy increased effort

Unclear or assumptive instructions caused hesitation and second-guessing at key decision points, instead of supporting quick input.

“Am I being asked how long the pain was gone, or how long it lasted?”

“Am I being asked how long the pain was gone, or how long it lasted?”

EXPLORED REDESIGN

EXPLORED REDESIGN

Make the language explicit and easier to understand

Make the language explicit and easier to understand

I corrected unclear labels and instructions to communicate clearly what users were expected to enter. The goal was to reduce interpretation effort and make the flow more self-explanatory.

FINDING 03

FINDING 03

Input of pain duration did not match users’ mental models

Input of pain duration did not match users’ mental models

The way the system asked users to log pain duration did not reflect how participants naturally communicated and thought about their experiences.

“I don’t actually know what I’m being asked here. I’m not sure what I’m supposed to fill in.”

“I don’t actually know what I’m being asked here. I’m not sure what I’m supposed to fill in.”

EXPLORED REDESIGN

EXPLORED REDESIGN

Restructure time-based inputs to meet expectations

Restructure time-based inputs to meet expectations

I restructured duration input to better reflect how participants described their pain in conversation. Rather than relying on an abstract system model, the redesigned flow supports more natural and interpretable time entry.

Ongoing pain is supported

Breaks duration into clearer time choices

Matches how users describe pain episodes

Ongoing pain is supported

Breaks duration into clearer time choices

Matches how users describe pain episodes

1. Ongoing pain is supported

2. Breaks duration into clearer time choices

3. Matches how users describe pain episodes

FINDING 04

FINDING 04

Unclear navigation cues affected confidence

Unclear navigation cues affected confidence

Users were sometimes unsure how to move forward, go back, or leave a step. This uncertainty weakened confidence in the flow and made the experience feel more effortful than it needed to be.

“Because I wasn’t sure if I’m going to click that, if there’s going to be a next button, or if I need to hit the X to go back or out to another page.”

“Because I wasn’t sure if I’m going to click that, if there’s going to be a next button, or if I need to hit the X to go back or out to another page.”

EXPLORED REDESIGN

EXPLORED REDESIGN

Make navigation visible and predictable

Make navigation visible and predictable

I introduced clearer navigation cues, including more explicit forward and backward actions, so users could understand where they were in the flow and what would happen next.

Progress shows where users are in the flow

Back, Next, and Skip remain visible

Exit confirmation explains what happens to the record

Progress shows where users are in the flow

Back, Next, and Skip remain visible

Exit confirmation explains what happens to the record

1. Progress shows where users are in the flow

2. Exit confirmation explains what happens to the record

3. Back, Next, and Skip remain visible throughout

FINDING 05

FINDING 05

Users wanted guidance before committing to pain logging

Users wanted guidance before committing to pain logging

Participants wanted a clearer sense of what the experience would involve and what kind of information they would be asked to provide before beginning to log their symptoms.

“An example or demo which lets me see what logging looks like before I start would have helped.”

“An example or demo which lets me see what logging looks like before I start would have helped.”

EXPLORED REDESIGN

EXPLORED REDESIGN

Set clear expectations before task initiation.

Set clear expectations before task initiation.

I added upfront guidance so users know what to expect before committing to logging their symptoms. By previewing what to expect, the flow feels less abrupt and more supportive for first-time users.

1. Preview the logging experience before starting

2. Shows the value of continued tracking

3. Connects logging to real-world support

Preview the logging experience before starting

Connects logging to real-world support

Shows the value of continued tracking

Preview the logging experience before starting

Connects logging to real-world support

Shows the value of continued tracking

The first-entry flow needed clearer guidance, lower upfront effort, and more forgiving interaction patterns to support users during a cognitively demanding health task.

ACCESSIBILITY REFINEMENTS

Making dense health data easier to read and act on

Alongside usability testing, I reviewed the original app for accessibility and heuristic issues. These smaller refinements helped make the hi-fi mockups easier to scan, understand, and interact with.

01

Made visually dense screens easier to scan

Problem — Low contrast and weak typographic hierarchy made dense screens harder to parse.

Decision — I increased text contrast and refined the type scale from weight-based to scale-based so important information stood out more clearly.

Impact — This reduced visual effort and made the interface easier to scan.

01

Made visually dense screens easier to scan


Problem — Low color contrast and weak typographic hierarchy made dense screens harder to parse.

Decision — I increased contrast from 3.8:1 to 6.5:1 to meet WCAG AA requirements and refined the type scale from weight-based to scale-based.

Impact — This reduced visual effort and improved scanability.

01

Made visually dense screens easier to scan

Problem — Low color contrast and weak typographic hierarchy made dense screens harder to parse.

Decision — I increased contrast from 3.8:1 to 6.5:1 to meet WCAG AA requirements and refined the type scale from weight-based to scale-based.

Impact — This reduced visual effort and improved scanability.

02

Made selections easier to tap and understand

Problem Small controls and incorrect control semantics created ambiguity.

Decision — I increased target area of visible controls and replaced radio buttons with checkboxes, to convey that users could select multiple items..

Impact — Made selection clearer, more forgiving, and closer to user expectations.

02

Made selections easier to tap and understand


Problem Small controls and incorrect control semantics created ambiguity.

Decision — I increased target area of visible controls and replaced radio buttons with checkboxes, to convey that users could select multiple items..

Impact — Made selection clearer, more forgiving, and closer to user expectations.

02

Reduced effort during selection

Problem Small controls and incorrect control semantics created ambiguity.

Decision — I increased target area of visible controls and replaced radio buttons with checkboxes.

Impact — Made selection clearer, more forgiving, and closer to user expectations.

The accessibility refinements were incorporated into the final hi-fidelity flow. This walkthrough shows how the redesigned first-entry experience guides users before logging, supports personalisation, and keeps each step easier to scan.

Guided setup replaces abrupt logging

Flexible choices adapt to different pain experiences

Accessible refinements make dense steps easier to scan

Guided setup replaces abrupt logging

Flexible choices adapt to different pain experiences

Accessible refinements make dense steps easier to scan

Hi-fi walkthrough of the redesigned first-entry flow

1. Guided setup replaces abrupt logging

2. Flexible choices adapt to different pain experiences

3. Accessible refinements make dense steps easier to scan

REFLECTION

What worked, what I’d revisit, and what’s next

What worked

Designing for neurodivergent users with chronic pain helped me move beyond general usability improvements and think more carefully about cognitive load, emotional context, and accessibility.



What I’d revisit

The biggest limitation was recruitment. Because finding enough participants with both neurodivergence and chronic pain was difficult, I could not fully validate the hi-fi mockups with the target user group.


What’s next

Given more time, I would test the redesigned first-entry flow with target users and measure task completion, perceived effort, confidence before logging, and continued use across repeated pain entries.

What worked

Designing for neurodivergent users with chronic pain helped me move beyond general usability improvements and think more carefully about cognitive load, emotional context, and accessibility.


What I’d revisit

The biggest limitation was recruitment. Because finding enough participants with both neurodivergence and chronic pain was difficult, I could not fully validate the hi-fi mockups with the target user group.


What’s next

Given more time, I would test the redesigned first-entry flow with target users and measure task completion, perceived effort, confidence before logging, and continued use across repeated pain entries.

What worked

Designing for neurodivergent users with chronic pain helped me move beyond general usability improvements and think more carefully about cognitive load, emotional context, and accessibility.



What I’d revisit

The biggest limitation was recruitment. Because finding enough participants with both neurodivergence and chronic pain was difficult, I could not fully validate the hi-fi mockups with the target user group.


What’s next

Given more time, I would test the redesigned first-entry flow with target users and measure task completion, perceived effort, confidence before logging, and continued use across repeated pain entries.

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© 2026 REVATHY JAYAN

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© 2026 REVATHY JAYAN

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© 2026 REVATHY JAYAN