Interactive Products
Medical Mobile Apps
Mobile tools and learning experiences designed to make complicated healthcare and educational material clearer, more visual, and more interactive.
- Ownership
- Creative Direction, Product Development and Interface Design
- Current status
- Retrospective delivery record from John's 2017–2024 work within OSF HealthCare Innovation; it does not imply that every application remains publicly available.
- Designed for
- Healthcare and educational audiences who need complicated clinical or learning material translated into clearer, more visual mobile experiences.
- Case study
- 1 min read
Executive summary
The decision brief
Ownership, the central tradeoff, collaboration boundaries, and what the current record supports.
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01 Role
Creative Direction, Product Development and Interface Design
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02 Key decision / tradeoff
Translate complex clinical and educational needs into focused visual interactions while balancing rapid prototyping with stakeholder review and small-team delivery.
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03 Collaboration boundary
Delivered within a multidisciplinary four-to-six-person product team. John led creative direction and development on six releases and managed six interns on Rube-E; the fourteen-application total is explicitly attributed to the team.
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04 Current evidence
The record documents fourteen team-shipped applications, six releases led by John, the About Me 3D public project account, and related peer-reviewed AR training research. It demonstrates delivery and contribution, not current adoption or care impact.
Documented period · 2017–2024
Scope & evidence
Outputs, evidence, and limits
Outputs describe what was made or delivered. The evidence boundary below states what has—and has not—been validated.
Responsibilities
- Creative direction
- Concept development
- Product scoping
- Mobile development
- UI/UX design
- Illustration
- Animation
- Rapid prototyping
- Stakeholder collaboration
- Task planning
- Production coordination
- Team leadership
Documented outputs & delivery record
- Helped ship fourteen mobile applications within a four-to-six-person product team.
- Led creative direction and development on six application releases.
- Developed the About Me 3D STEAM learning experience.
- Managed six interns through delivery of the Rube-E application.
- Contributed to an augmented-reality pediatric code-cart training application later documented in peer-reviewed research.
Visual archive
Selected visuals
3 selected images from the project archive.



Full story
How the work took shape
Overview
John worked as part of a multidisciplinary product team that shipped fourteen mobile applications. He led creative direction and development on six releases, translating clinical and educational needs into concepts, prototypes, interfaces, media assets, and production-ready experiences.
From the archive
Connected work
Projects, releases, research, and field notes that add detail to this case study.
Augmented-reality activity book and app
About Me 3D
An augmented-reality activity book and companion app that bring anatomy and STEAM learning to children at OSF HealthCare Children's Hospital of Illinois.
- video and animation design
Augmented-reality clinical application family
Medical Cart AR
A family of AR code-cart and medical-cart experiences documented across preserved portfolio galleries and research publications.
- creative technology
- media and interaction design
Peer-reviewed research publication
Interactions in Sociotechnical Systems
A Human Factors paper on balancing sociotechnical factors in use of an augmented-reality mobile application.
- co-author
A relevant next step
Need to make a complex healthcare or learning workflow easier to understand?
John can help turn subject-matter constraints into a scoped interaction model, prototype, visual system, and production plan that a multidisciplinary team can evaluate.