
As a UI/UX Designer, I worked with the PRODUX team on a medical device built for elderly users, from visual system to complex UX scenarios
2019–2021 | Via PRODUX team, with Marcelle Kaspi
1. UI design for elderly users: visual system, accessibility, character design
2. UX contributions: therapy scenarios and interaction design
3. Multi-language production
1. UI Design for a Medical Device
ReX is a medical device that helps elderly patients take their medications on time and complete short health-monitoring questionnaires. Small screen, very specific user, and a context where every design decision has a direct impact on a person's daily health routine.
Working as part of the PRODUX team under Marcelle Kaspi's direction, my first year focused on the UI layer. Designing for elderly users means rethinking every default: font sizes, color contrast, button sizing, interaction feedback, and the overall visual language of the device.
One of the more distinctive elements I contributed to was the dog character, a mascot built into the device experience to guide and encourage users through their daily routines. I worked on the upgraded character design, the illustrations, and the animations that brought it to life on screen.
For users who are less tech-fluent and often hesitant about digital health tools, the character was part of the trust mechanism, warm enough to feel approachable, clear enough to never confuse.

The Challenge
Designing for elderly users is not a simplified version of regular UX work, it's a different discipline.
The constraints compound: small screen real estate, reduced vision and motor control, lower tech fluency, and a healthcare context where confusion isn't just frustrating, it can mean a missed medication.
At the same time, the solution couldn't be overly simplified. The device needed to represent complex therapy regimens, guide users through multi-step flows, and surface health data clearly, all on a small screen, to an audience that doesn't forgive cluttered interfaces.
The challenge was contributing to a visual system that felt effortless to the user while carrying real clinical complexity underneath.
The process
The work started with the visual foundation: typography scale, color system, button styles, and interaction patterns suited for elderly users across all device states.
This was collaborative: design decisions were made in constant dialogue with Marcelle and the product requirements she brought to the table.
I worked on the dog character in parallel, refining the illustration style and creating animation sequences that communicated clearly without relying on text.
Throughout, I collaborated with Yael Berman and Nati Vozner as part of the broader team.
I also took ownership of the Figma file organization for the device: structure, naming, and handoff readiness, which was one area where I had clear, independent responsibility.
The Solution
A visual system built for elderly users: generous typography, high-contrast color, large touch targets, and clear feedback states.
An upgraded dog character with illustrations and animations that guided users through daily medication routines. Approachable without being patronizing.
A consistent interaction language across all device screens, so users always knew where they were and what to do next.
Dev-ready Figma files with a full style guide, organized for clean developer handoff.
The result
Before the MVP was even complete, Dosentrex had already begun work on the Therapy Manager platform. A signal that the team's foundation was solid enough to build on.
The visual system and character design established in Year 1 carried through the full product lifecycle, including multi-language versions across 4 languages, supplementary printed materials, and marketing assets for pharmacist training and sales presentations.

Dosentrx, ReX, Medical Device Redesign
With ProdUX
• UI/UX design for a small-screen medical device built for elderly users
• Accessibility-first: typography, color, interaction, and cognitive load
• Character design, illustration, and animation for the device
• Multi-language production across 4 languages
2. UX Contributions: Therapy Scenarios and Interaction Design
In the second year, the scope of the work shifted toward UX. The product had grown, and the design challenges required going deeper into the system logic before touching any design tool.
As part of this phase, I contributed to:
Cassette delivery scenarios: helping map out the flows around how medication cassettes reach patients on time, across different device states and timing conditions.
Representing therapy on the home screen: working through how to clearly show when to take a pill and when not to, on a small screen, in a way that leaves no room for confusion.
A new questionnaire type: contributing to the design of a more complex questionnaire format that needed to feel simple to the user despite its clinical depth.
All of this happened in close collaboration with Marcelle and the team. The UX direction was guided. My contribution was translating that direction into concrete design decisions, flows, and specifications.

The Challenge
The shift to UX work in Year 2 surfaced a different kind of problem: the system was more complex than the screen could comfortably show.
Therapy regimens don't fit neatly into simple lists. Cassette delivery depends on timing, device state, and coordination variables that intersect in ways that are hard to predict. And a new questionnaire format had to feel intuitive to elderly users despite being clinically structured underneath.
The process
For each challenge, the starting point was understanding the scenario fully. What the system needed to do, what the user needed to feel, before moving into wireframes or specifications.
The collaboration with Marcelle was close throughout. In a medical context, UX decisions don't happen in isolation from clinical requirements, and Marcelle held that context. My role was to translate it into design that worked for the actual user.
The Solution
Scenario-mapped flows for cassette delivery that accounted for real-world timing and edge cases, not just the ideal path.
A home screen that clearly communicated when to take a pill and when not to, with no room for misreading on a small screen.
A questionnaire interaction model that carried clinical complexity on the inside while staying simple for elderly users on the outside.
The result
The UX contributions from Year 2 helped extend what the device could do clinically: more complex therapy support, better health monitoring, and a new data-collection format for the medical team.
3.Multi-language Production
As the product expanded into additional markets, I took on the full marketing production workload: packaging, printed materials, and marketing assets for pharmacist training, sales presentations, and stakeholder communication.
To handle the language adaptation, I brought in a junior graphic designer and managed her through the process. Her scope was focused: adapting device screens and some print materials into the additional languages, working from the visual system I had already established.
Deliverables I owned in this phase:
All marketing assets: pharmacist training materials, sales presentations, stakeholder decks
Packaging design and production
Printed materials: booklet, user guide, and card
Device screens and select print materials adapted to 4 languages total, with junior designer support

Final Takeaways
This project taught me that accessibility isn't a checklist. It's a design philosophy. Every decision, from font size to animation timing to character expression, either builds trust or erodes it. And in a medical context, that trust is not abstract.
Working closely with Marcelle meant being in constant dialogue between clinical requirements and user reality. That kind of embedded collaboration shaped how I think about UX in complex, constraint-heavy systems.
Thank you to Marcelle Kaspi, Product Manager and Senior UX Designer at Dosentrex, for the guidance, the fascinating projects, and everything I learned.
And to Yael Berman and Nati Vozner: it was great working alongside you.