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8 Takeways from HxD 2012 from Luminary Labs

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About The Healthcare Experience Design Conference …

About The Healthcare Experience Design Conference

The Healthcare Experience Design Conference blends the powerhouse perspectives of healthcare thought leaders, product developers, and design implementers across a broad spectrum of healthcare technologies and delivery channels.

Informative, inspiring and above all practical, this conference will empower technologists, usability practitioners, design practitioners and thought leaders to improve healthcare technologies from electronic health records to web-based applications, medical devices, and human services.


About Luminary Labs

Luminary Labs is a strategy and innovation consultancy working with organizations in transition to become more resilient in the face of change.

We have have deep roots in business planning, technology, innovation, and design, and we partner with our clients to help them use these tools, mindsets, and methodologies to their best advantage.

Published in: Health & Medicine, Technology

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  • 1. HxD 2012:EIGHT TAKEAWAYSMarch 27, 2012Luminary Labs@luminarylabswww.luminary-labs.com
  • 2. Food underpins systemic changes in healthKicked off by Robyn OBrien in her personal story about food allergies and reinforced by Gary Hirshbergsexploration of the ills of conventional US farming practices, the impact of what we eat on our nations health becamea persistent undercurrent. Diabetes, cancer, heart disease, asthma, and a plethora of other conditions have beenlinked to the effects of the modern US food system. The audience was presented with a strong call to action to thinkmore broadly about our health.
  • 3. Our government is backing innovationIn a riveting presentation full of awesomeness and mojo, Todd Park described the steps HHS is taking toward thecreation of a "self-propelled, open ecosystem of innovation". The focus is on engaging entrepreneurs to use newlyaccessible data to improve health (and ultimately create more jobs). He empowered us to take action by affirmingthat its not the governments health data, but rather our own.
  • 4. Behavior change comes in many formsFrom encouraging small steps to up-ing motivation to walking through the stages of change, a variety of methods forbehavior change were presented. There is no miracle recipe, but the consensus throughout is that learning rapidlyfrom interventions is the best path to success.
  • 5. Gaming = behavior changeThough "gamification" is becoming an increasingly unpopular word, the use of game mechanics was consistently*presented as the method for changing behavior. With focus exclusively on mobile and online offerings, its clear theapproach is still maturing into a well-adapted methodology in health. * aside from BJ Foggs presentation
  • 6. See the people behind the dataSeveral of the more popular sessions focused on patient stories, qualitative research, and unpacking the real peoplelying behind potentially misleading statistics. Though not labeled human-centered design, there was an upswell ofconversation around how "data are people too".
  • 7. Make it understandable and I will be engagedBoth Stephen Anderson and Trapper Markelz walked through examples of frustratingly complex data (choosing aninsurance plan, Type 1 diabetes regimen) and the scenarios behind them. By applying methods from informationarchitecture and graphic design, they showed how a previously overwhelming table of numbers can be transformedinto a dynamic visualization informing choice and behavior.
  • 8. Design for failure to create long-term successUnderstanding that a system will fail, and designing for those failure cases, encourages continued success. DevorahKlein from Continuum discussed how emphasis on rewards for people who have trouble changing behavior is likesending a "you suck" message when theyre most vulnerable. Acknowledge that failure is natural and create systemsthat meet their users where they are.
  • 9. Bring good interaction design to healthSeveral speakers communicated design principles such as spacing out information, providing appropriate cues foraction, and being very clear about activities and feedback. The phrase "and the rest is just good interaction design"was commonly heard throughout the day.