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ILN In Person Seattle May 3-5 2011 Gamification of Healthcare ILN In Person - A recap  Marieke Watson Teaque Lenahan
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Overview
Technology is changing the human experience – creating  new connections  between people, products, and markets around the world.
Companies face  intense pressure  to innovate more effectively and cultivate stronger   relationships with their customers.
We are an organization specifically  designed   to meet this challenge.
frog drives innovation for the connected world
Companies face intense pressure to innovate more effectively.  frog helps clients engage with fresh ideas, technologies, business models, and markets to grow and change in new, meaningful ways. frog drives  innovation  for the connected world
There are no more islands.   People, products, networks and markets are connected like never before. Information and ideas flow openly through and around us. All of this creates a fundamental shift in the world and a radical new proposition for frog. frog drives innovation for the  connected world
We combine research, strategy, design, and engineering to link  insights to ideas  and bring  ideas to markets .
Our unique interdisciplinary approach has been transforming companies, product experiences, and customer behaviors for more than   40 years.
One frog with  one  mission
1,600 designers, engineers, and strategists  with   deep insights  into the behaviors and technologies that power the connected world Seattle Austin New York Amsterdam Milan Shanghai Johannesburg Chennai Bangalore Gurgaon Munich Boston San Francisco Kiev & Vinnitsa
[object Object],[object Object],07/07/11 SC Johnson  Capabilities Presentation
[object Object],07/07/11 SC Johnson  Capabilities Presentation Discover   Analysis Becomes Insight  Through design research, market analysis, and strategic evaluation, we gain insight into a company’s brand identity, consumer base, existing assets, and key market  opportunities.  Design Insights Become Ideas  We review and refine each feature in response to user testing, client  feedback, and strategic analysis. Technological, cultural, and business impact are considered.  Deliver Ideas Become Reality  In order to guarantee the accurate translation of idea to reality, all project details are specified, documented,  and delivered to the  client, then  supplemented with full production  support where necessary.
[object Object],Gamification of Healthcare
Objective ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Seattle View from Space Needle: Experience Music Project (building by Gehry) |  A room and a fish at Hotel Monaco | Theatro Zinzanni | ILN Map
Day 1 : Learn Shift  difficult and undesirable tasks  into something that patients will actually look forward to doing: Rehabilitation exercises, Medication compliance, Progress measurement, Nutrition, Correcting Habits ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Day 2 : Engage Flow & harmony In fighting for change: 1. Find the feeling 2. Grow the people 3.  Shrink the challenge
Day 2 : Experience SnowWorld:  Weapons of mass distraction: using games to distract from pain perception during burn wound treatment Fold-it:  out-smarting  Science and computers with the brain and  gaming power of experts  and gamers at all levels Exhibition: playing human Tetris at Kinect Panic Wall
Day 3 : Practice Games to break down  communication barriers , and help educate/increase awareness Improv-meets game design , on stage
A few catchy take-aways ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Some constructive feedback ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What good games have in common Source: Jane McGonigal | Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jan, 2011 and  http://en.wikipedia.org/wiki/Jane_mcgonigal
Recommended reading…
Thank You

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ILN in Person: Gamification of Healthcare

  • 1. ILN In Person Seattle May 3-5 2011 Gamification of Healthcare ILN In Person - A recap Marieke Watson Teaque Lenahan
  • 2.
  • 3. Technology is changing the human experience – creating new connections between people, products, and markets around the world.
  • 4. Companies face intense pressure to innovate more effectively and cultivate stronger relationships with their customers.
  • 5. We are an organization specifically designed to meet this challenge.
  • 6. frog drives innovation for the connected world
  • 7. Companies face intense pressure to innovate more effectively. frog helps clients engage with fresh ideas, technologies, business models, and markets to grow and change in new, meaningful ways. frog drives innovation for the connected world
  • 8. There are no more islands. People, products, networks and markets are connected like never before. Information and ideas flow openly through and around us. All of this creates a fundamental shift in the world and a radical new proposition for frog. frog drives innovation for the connected world
  • 9. We combine research, strategy, design, and engineering to link insights to ideas and bring ideas to markets .
  • 10. Our unique interdisciplinary approach has been transforming companies, product experiences, and customer behaviors for more than 40 years.
  • 11. One frog with one mission
  • 12. 1,600 designers, engineers, and strategists with deep insights into the behaviors and technologies that power the connected world Seattle Austin New York Amsterdam Milan Shanghai Johannesburg Chennai Bangalore Gurgaon Munich Boston San Francisco Kiev & Vinnitsa
  • 13.
  • 14.
  • 15.
  • 16.
  • 17. Seattle View from Space Needle: Experience Music Project (building by Gehry) | A room and a fish at Hotel Monaco | Theatro Zinzanni | ILN Map
  • 18.
  • 19. Day 2 : Engage Flow & harmony In fighting for change: 1. Find the feeling 2. Grow the people 3. Shrink the challenge
  • 20. Day 2 : Experience SnowWorld: Weapons of mass distraction: using games to distract from pain perception during burn wound treatment Fold-it: out-smarting Science and computers with the brain and gaming power of experts and gamers at all levels Exhibition: playing human Tetris at Kinect Panic Wall
  • 21. Day 3 : Practice Games to break down communication barriers , and help educate/increase awareness Improv-meets game design , on stage
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. What good games have in common Source: Jane McGonigal | Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jan, 2011 and  http://en.wikipedia.org/wiki/Jane_mcgonigal