Prescription Portal

Helping users to never miss a prescription refill

The Problem

  • 20% of users were unclear when they needed to refill their prescriptions

  • 15% of users were unable to figure out how to refill their prescriptions, or thought they had completed the task when they had not

The Project

Merge the current ‘Prescription Status Hub’ with the current ‘Refills Hub’ to make an integrated experience where users know when to refill and what the current status is of any prescription

The Goal

  • Make it easier for users to refill their prescriptions and track the status of them at the pharmacy

  • Simplify the UI and make it mobile-first so users can access it on the go

  • Test the designs within a 3 week timeframe

My Role

I was the Lead Designer, consulting with my Design Manager, along with 1 Visual Designer and a Research Team.

The Existing Site Experience

As part of the digital experience, 13 million users refill and manage prescriptions on the website every month. The Rx Refill hub and Status hub lived on different pages which splintered the experience.

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The Research

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I looked through studies the Research team had previously conducted around importance of certain data when it came to reviewing their prescriptions. I made sure to focus on these in my concepts.

Ideation & Wireframing

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User Testing Results

With the large amount of information in the Prescription Hub, I slimmed down the content by highlighting pertinent info and concealing secondary details until a user expands them, so the experience worked well on a mobile.

We tested two concepts in the lab with our UX Research team, and the preferred design was the Concept B (below right video) for its simplicity, scannability and clarity.

Concept A: Expanded Look / More data on cards

Concept B: Simplified mini card style

The Design Impact

  • 4% conversion lift ($180 million annual revenue increase)

  • 10% customer satisfaction score gain

  • 50% reduction in page load time

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The Final Designs on Walgreens.com

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Some elements were changed once the experience went live, to reduce development time and work with data constraints.

These included removing the avatars which often do not exist for users, and expanding the height of the cards to include a touch more information, but still be expandable for full details.