Games and UI Design: Thinking Differently to Affect Elderly Quality of Life

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Information about Games and UI Design: Thinking Differently to Affect Elderly Quality of Life
Design

Published on March 3, 2014

Author: pwendel

Source: slideshare.net

Description

how design thinking and community games help to shift the approaches we take to improve quality of life for elderly, care givers, and communities

Games and User Interface Design: Thinking Differently to Affect Elderly Quality of Life Adriana Moscatelli Pete Wendel President, Uiidea Design User Experience Manager, Walgreens

today  why games and user interfaces (ui)  what is a game and “gamification”  what is a user interface  what does it mean to design games & UIs  how can this affect quality of life  why this matters now

Why games and user interface?

Indeed …but how?

we live our lives across physical and digital

Their distinction blurs as we experience both at the same time…

Play to regain movement after stroke (Kinect) Source: http://www.webpronews.com/kinect-is-being-used-to-prevent-old-people-from-falling-help-stroke-patients-regain-movement-2011-12

…for fun (Wii games) (this game helps fight off dementia) http://easierlivingblog.com/2012/02/16/new-exercises-help-fight-off-dementia-in-elderly/

What is a game? A game is a form of play with goals and structure. Maroney, Kevin (2001). My Entire Waking Life. The Games Journal. Retrieved 2008-08-17

Games serve multiple purposes…

…games have rules, goals, uncertainty, measurable outcomes Done right: fun and meaningful play (tip: focus on play not score)

…games provide social engagement, serve as a catalyst for story telling and learning, and help people find joy in play

Games serve several different purposes have direct benefits on health…

Health benefits of Games Provide pain relief Increase weight loss / overall fitness Increase self-esteem Increase learning / cognition Improve social interaction skills Reduce stress and depression Improve/help maintain vision Delay onset of dementia Improve recovery from stroke Improve decision making skills Higher measured levels of happiness / well-being http://theweek.com/article/index/241121/7-health-benefits-of-playing-video-games

Health benefits of Games: Reframes existing activities & information: Harry was just diagnosed as being dangerously obese, has type 2 diabetes, high blood pressure and a possible heart condition. He was given papers, pamphlets, brochures, a book, web sites, new prescriptions, and all his doctor’s and pharmacists paperwork. He was told he has to pay close attention to his numbers: weight, cholesterol, blood pressure, glucose…

Health benefits of Games: Why? Menus, Choices Food choices Count Reframes existing activites calories? Eating Change and information: different what? Glucose Sugar intake Why? Heart Rate Blood Pressure When to track? Why? Complex When? Why? Harry was just diagnosed as being dangerously obese, has type 2 diabetes, high blood pressure and Like what? a possible heart condition. He was given papers, pamphlets, How? brochures, a book, webExercise sites, new perscriptions, and all his doctor’s and pharmacists paperwork. He When? was told he has to pay close attention to his numbers: weight, cholesterol, blood pressure, glucose…

What’s your Glucose #? Caloric intake? Cholesterol? Heart rate? Blood pressure?

Health benefits of Games: Goals give meaning to my numbers Harry was just diagnosed as being dangerously obese, has type 2 diabetes, high blood pressure… His care coach asked him what he most enjoys doing in life. Spending time being active with his grandkids. Together, they create a gameplan to get Harry from where he was to where he could do more of the things that made him happy. Play with G. Kids

Health benefits of Games: Give numbers meaning Eat this not that Eating different Brisk walks Tracking Plans & alerts to test Better food = more energy walking + HR goal Play with G. Kids Heart rate Glucose Control here = more play time Blood pressure Post walk measure

How do we apply games to increase the overall health and well being of people?

Gamification. (…what?) Gamification is: The concept of applying gamedesign thinking and techniques to non-game applications to make them more fun and engaging.

Gamification is not: the simple application of adding game mechanics (e.g. adding badges, a leaderboard and a competition to an event).

Gamification is really a verb: A form of design thinking that looks at the entire experience of interaction between a person and an environment or system with the goal of shaping that experience over time in a way to make it more fun, playful, and memorable.

Gamification: an example Problem: obesity and diabetes are often intertwined with many connected places, spaces and things. What to do?

Start by: Place people & problems at center & work solutions from here Needed Results: new ideas, collaborations & solutions created with the communities they serve…

Value created with diverse audiences

Co-creation key to sustainable ideas

Fitwits: game as learning hybrid

touchpoints: things people use

Touchpoint Design = User Interface Design …what? via Mirriam-Webster Dictionary

What is a User Interface? Definition of GRAPHICAL USER INTERFACE: a computer program designed to allow a computer user to interact easily with the computer typically by making choices from menus or groups of icons Definition of INTERFACE 1: a surface forming a common boundary of two bodies, spaces, or phases <an oil-water interface> 2 a : the place at which independent and often unrelated systems meet and act on or communicate with each other<the man-machine interface> b : the means by which interaction or communication is achieved at an interface http://www.merriam-webster.com/dictionary/interface

This is a User Interface

This is a User Interface

This is a User Interface

This is a User Interface

This is a User Interface

This is a User Interface Open a window Use a map

User Interface: biggest impact? It’s actually not the things themselves, nor the interactions with those things…

Biggest impact: User Interfaces connect us to services through things. Products, places, & spaces are gateways to services.

products = connection point to a set of services

‘everyware’: Becoming connected through devices to communities of people and services…

‘everyware’ User Interface Shifts where/how we create value in healthcare and business models with connected systems:

Implications: How does this affect us?

physical & digital Metaphors change for how we relate to each other, the services we use, and the places and spaces we inhabit; our perspective shifts…

Implications: tools / touchpoints They make/use us via our behavior, time, language, metaphors, tools… We make/use them……

Implications: new approaches needed

how design of games and user interfaces can affect quality of life: Products and things in our environment are now interconnected services Services are intangible and unfold through time Designers, such as game and interaction designers, see and think differently about services, making them tangible: • Create maps to see services as wholes • Create systems which evolve over time Connect & empower

Designing with (connected) games and UI’s in mind helps to move the focus from point of service to patient engagement…

Why this matters Healthcare is broken. “Healthcare is broken. ... We have set up a delivery system that is fragmented, unsafe, not patientcentered, full of waste, and unreliable. Despite the best efforts of the workforce, we built it wrong. It isn't built for modern times." * We need results that help people (we vs. me / with vs. for) Results show improved behaviors follow on increased activation** (a measure of engagement) * Dr. Donald Berwick (who oversaw Medicare & Medicaid) as quoted by Richard Anderson at http://riander.blogspot.com/ * from Health Services Research publications by Judith Hibbard, et al. such as http:// www.ncbi.nlm.nih.gov/pmc/articles/PMC1955271/

Why this matters now: Patient Engagement: We can’t “motivate behavior change”—instead, we facilitate behavior change. ** from Dr BJ Fogg, Director of Persuasive Tech Lab at Stanford University, as presented at Healthcare Experience Design conference on March 27, 2012

Why this matters now: Engagement with what? With one’s self, first and foremost Healthcare systems need to treat the whole self, across all life contexts Digital channels are key cost-effective modern ways to extend the reach of care delivery systems We have to reach and engage people wherever they are, whenever they act

Why this matters now: New business models being explored and encouraged by government regulation ROI > ROB Moving from fee-for-(face-to-face)-service to fee for quality-outcomes demands greater efficiency at scale * to get this you need “Quality of life happens to be the element that is most return on behavior import in motivating people to deal with an illness." ** * Value Based Purchasing incentive payments and HCAHPS scores http://www.betterpatientengagement.com/2012/07/15/patient-experience-vs-patient-engagement/ ** Noreen Clark, director of the Center for Managing Chronic Disease at the University of Michigan, as quoted in “The Simple Idea That Is Transforming Health Care” http://online.wsj.com/article/SB10001424052702304450004577275911370551798.html

Why this matters now: business models must evolve from systems of records and transactions to systems of engagement http://www.dachisgroup.com/2011/06/movingbeyondsystems-of-record-to-systems-of-engagement/

Walgreens example system of engagement (a start): Steps with Balance Rewards (was Walk with Walgreens) • • • Earn rewards for healthy behaviors Set goals and track progress Share and collaborate with others in local community Currently: 1,220,000+ members in Over 420K members in 5 months 18 months months Goals set: 560k Goals set by 30% of members Miles (walk/run) logged: 18 M Miles all Walgreens.com traffic 2-3% of(walk/run) logged: 54 M 20+% using digital health devices ~20% using digital health devices to to autosend their autosend their steps / activity info

Now: think different Visible things + Invisible ‘everyware’ Ecosystems: connect services through things Empowerment & Engagement: with people Ethics: no such thing a neutral design

Use This Recipe: Start with people and problems at the center and work outwards Take a wholistic view across time and touchpoints Empower people and communities with tools they can use to co-create solutions together Result: improve quality of life

Harry: What if… …Harry could be helped even more effectively by engaging the people and places within his community? …Harry had an opportunity to learn from and with others who’ve walked in his shoes? …Harry wasn’t the only one at risk? Perhaps his 8 year old grandaughter is? …then how would Harry feel about the people and places in his community?

Your call to action: start creating engagement ecosystems What better place than here? What better time than now?

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