Journey Map

Reducing fear of injection through play and storytelling

/This was my Master of Industrial Design Thesis

Role

End-to-end designer

Duration

1 year

Method

Research, Design, Making, Testing, Execution

Stakeholders

Children, Parents, Clinicians, Nurse, Vaccine companies

Thesis Committee

Rhode Island School of Design (RISD),

Brown University, Stanford Healthcare

Mentors

Else Play, Providence Community Health Centers, Dr. Pat Feinstein Child Development Center, RI Blood Center

Awards and Press

Speaker at IDEO Play Lab

Speaker at AATH Humor in Health Conference

Problem

80% of children fear needles

The needle barely hurts for 3 seconds.

What truly heightens distress is the anticipation before the shot and the lingering discomfort afterward.

Current solutions rely on TVs

Passive distractions like cartoons or videos can momentarily divert attention, but don’t give children a sense of agency or control.

Longterm effects

Unaddressed needle fear in childhood can lead to lifelong medical anxiety, vaccine hesitancy, and avoidance of preventive care.

Research

Mixed method research

Conducted on-ground field research through clinician interviews and playtesting with children.

Irene Webflow template project image
Irene Webflow template project image

Observed Behaviors

Prototyped multi-sensory interventions that actively engage children during needle procedures.

Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image

Insights

Reducing fear by shifting focus from pain to experience.
Giving children small moments of control during the process.

Children Need Agency, Not Distraction

Passive screens don’t reduce fear. Participation, control, and active engagement significantly lower anticipatory anxiety.

Play & Human Connection Regulate Stress

Humor, co-play, and caregiver involvement reduce tension more effectively than media-based distraction.

Clinical Environments Amplify Fear

Unfamiliar sounds, visuals, and language heighten anxiety before the needle even appears.

Tactile Engagement Reduces Perceived Pain

Handheld, sensory-based tasks that require focus and motor coordination ground attention and lower discomfort perception.

Solution

Creating a non-clincal,
low-cost intervention

These 5 core design principles ensured the intervention stayed simple, child-centered, and easy to integrate into real clinical settings.

Active distraction
Play as emotional regulation
Dual-user design
Low-cost, scalable materials
Seamless fit into clinical workflows

Proposed Solutions

3-step system used before, during, and after the jab

Sip Jab Zoop breaks the vaccination experience into steps that children can follow and participate in, helping shift attention away from fear and toward play.

Sip — Ready

Before the visit, children hydrate with Sippy, a playful water-tracking app. When Sippy is full, it “powers up” for the Jab. Hydration also improves vein access, lowering chances of repeat pokes.

Jab — Set

In the waiting room, kids receive finger-monster stickers. Parents and nurses guide “Fight the Jabs” by tapping or pinching fingers, turning the injection moment into playful distraction and shared story.

Zoop — Go

After the injection, the nurse gives Zoopy a superhero ice-pack. The child applies it as a reward ritual, reframing the experience around comfort and pride instead of fear or pain.

Sippy reminds to hydrate.
Jabs are monster stickers.
Zoopy is my superpower.

User Testing

Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
Irene Webflow template project image
I conducted multiple rounds of user testing with children, parents, and clinicians.
Every design change was tested and refined with users.
Initial Concept – Interactive Gloves
I first designed gloves with reattachable monster stickers. However, this created hygiene and logistics issues:
  • Who would clean the gloves?
  • Would clinics provide a new pair for every child?
  • How would storage and reuse work?
Because of these practical challenges, I eliminated the glove concept.
Refined Solution – Finger Stickers
I shifted to finger stickers. Clinics already give children stickers, so this fit naturally into existing workflows.
For clinics, it’s simply a small paper sticker to hand out. For children, it’s playful and disposable.
Design Decisions
  • I avoided human-like characters to keep the monsters inclusive and universally relatable.
  • Designing for small fingers meant very small stickers.
  • Early standing monster designs were too tiny and often fell off during play due to limited surface contact.


This led to a key change:
The stickers needed to wrap around the finger, not sit on top of it.
I redesigned the monsters with wider bodies and longer arms that could “hug” the child’s finger for better grip and durability.
The System

Each part of the system is modular;

the success of one step does not depend entirely on the previous step. 

Even if a parent books an appointment on the same day, they can still participate in the Jab/Zoop journey. 

Even if a clinic does not have the facility to store ice packs, Sip/Jab elements still work effectively. 

The Reward

Childrens love stickers—and they get to keep them.

They leave the vaccination site with multiple stickers and a superhero ice pack.

I noticed in user testing that children put these stickers on their book or on the art they were drawing. They kept matching the colours on their stickers with other objects around as well.

Ria added all her stickers on top her drawing because it made Peppa Pig look more "beautiful".

Siana made her own "solar system" finger stickers with tape and scissors at home.

Seema wanted to click a photo with Sippy because it made her "stronger".

“A product like this would act as a great connection builder between patients and providers as they can laugh and play something together.”

Dr. Anne Murray, MD - Providence Community Health Centers
Outcome
Sip Jab Zoop helps children stay calmer, improves cooperation during injections, and leaves them with a positive final memory. For clinicians, it adds emotional value without adding procedural complexity.
Why does it matters?
Sip Jab Zoop shows how joyful, system-level design can humanize healthcare experiences, especially for children - by working with existing medical practices instead of against them.
Reflection

Incorporating Joy in the Health Journey

Throughout this thesis journey, every design decision was rooted firmly in research. It acknowledges not just the patient but the parent, the nurse— the full human system.

It transforms an experience typically associated with fear into one associated with achievement, pride, and play.
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Factory building

"i got so many stickers"

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