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Social Wellness 2012 Talk

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Social Wellness 2012 Talk

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Invited talk at WWW-12 Web Intelligence & Communities workshop and XRCE (Xerox Research Center Europe), April 2012.
http://cognitivecomputing.wordpress.com/2012/04/16/health-healthcare-new-technologies-for-consumer-health-wellness/

Invited talk at WWW-12 Web Intelligence & Communities workshop and XRCE (Xerox Research Center Europe), April 2012.
http://cognitivecomputing.wordpress.com/2012/04/16/health-healthcare-new-technologies-for-consumer-health-wellness/

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Social Wellness 2012 Talk

  1. 1. Health != Healthcare New Technologies for Consumer Health & Wellness Ashwin Ram, PhD, Innovation Fellow "Software is eating the world. Over the next 10 years, I expect many more industries to be disrupted by software. Healthcare and education are next up for fundamental software-based transformation.” —Marc Andreessen, WSJ Essay PARC | Ashwin Ram | 1
  2. 2. My Background ! BTech EE 1982 IIT Delhi (valedictorian) ! MS CS 1984 Illinois ! PhD AI/CogSci 1989 Yale ! Professor CS 1989 Georgia Tech ! Founder AI 1999 Enkia (acquired) ! Founder EDA 2000 Ardext ! Professor CS/HCC 2003 Georgia Tech ! Founder Edu 2007 OpenStudy ! Innovation Fellow 2011 PARC Area Manager, Augmented Social Cognition Program Manager, Healthcare PARC | Ashwin Ram | 3
  3. 3. Innovation Research turns money into ideas. Innovation turns ideas into money. OpenEducationResearch.org PARC | Ashwin Ram | 6
  4. 4. ASC: Augmented Social Cognition Social Computing Cognitive Science PARC | Ashwin Ram | 7
  5. 5. ASC: Augmented Social Cognition PARC | Ashwin Ram | 8
  6. 6. Problem " Solution " Disruption " Opportunities PARC | Ashwin Ram | 9
  7. 7. Healthcare: What’s the problem? Obesity Rates PARC | Ashwin Ram | 10
  8. 8. Healthcare: Where’s the problem? PARC | Ashwin Ram | 11
  9. 9. Disruptive opportunity: Wellness $500B 50% of factors related to 68% of adults are actively personal health are due to trying to prevent at least 1 lifestyle.* major chronic illness.** Sources: *CDC **Hartman PARC | Ashwin Ram | 18
  10. 10. How do people get healthcare info? PARC | Ashwin Ram | 19
  11. 11. Healthcare Information Internet is the leading source of health and wellness information. PARC | Ashwin Ram | 20
  12. 12. Trends “The consumer is the CEO of their own health.” PARC | Ashwin Ram | 21 PARC | Ashwin Ram | 21
  13. 13. The Long Tail of Healthcare Traditional WebMD: 105M visitors/mo HealthTap: 15,000 doctors RunKeeper: 9M users Consumer PARC | Ashwin Ram | 22
  14. 14. Long Tail Markets: Empowering the Consumer Govt Institution Focus Engagement Hospital Healthcare Peer to Peer Clinic Social Networks Insurance Gamification HIPAA Mobile Open Consumer Focus Health PARC | Ashwin Ram | 23
  15. 15. If everyone is a “consumer”, who is the “producer”? PARC | Ashwin Ram | 24
  16. 16. If everyone is a “consumer”, who is the “producer”? PARC | Ashwin Ram | 25
  17. 17. BHAG – Big Hairy Audacious Goal Social Mobile Game Healthy Lifestyle for 100M+ consumers PARC | Ashwin Ram | 26
  18. 18. Perfect Storm of Key Technologies Social Context User Model Diet Mobile Gamification Preferences Knowledge PARC | Ashwin Ram | 27
  19. 19. Why Social? Social PARC | Ashwin Ram | 28
  20. 20. Theoretical Basis Lave & Wenger, 1991 Communities of Practice Peer Social Learning Constructivism Fuchs, 1997 Vygotsky, 1978 Social Communities PARC | Ashwin Ram | 29
  21. 21. The Hard Problem in Healthcare Behavior Change the largest reported a loss of 3.2% of initial weight at 2 years high costs, high attrition rates, high probability of regaining >50% of lost weight in 1-2 years the evidence to support the use of the major commercial and self-help weight loss programs is suboptimal PARC | Ashwin Ram | 30
  22. 22. Importance of Social Networks (Christakis & Fowler, 2009)! •  Entire clusters quit in concert •  25% more likely to quit if your sibling quit •  67% more likely to quit if your spouse quit •  34% more likely to quit if your co- worker quit •  36% more likely to quit if your friend quits PARC | Ashwin Ram | 31
  23. 23. Peer Mentoring PARC | Ashwin Ram | 32
  24. 24. Health Information Internet is the leading source of health and wellness information. PARC | Ashwin Ram | 33
  25. 25. Health 1.0 " Health 2.0 PARC | Ashwin Ram | 34
  26. 26. Trends “Behavior is social. When someone 72% of consumers rely Consumerism loses weight, quits smoking, or on the Internet for increases exercise, the people in health information their trusted social network are 34% more likely to do so.” 100s of millions of —Dr. N. Christakis, Harvard School of Medicine consumers interact and share health social experiences online graph game 100s of hospitals use rewards social media relevant info 1000s of health People require health communities information that is timely, relevant, reliable, and easy to understand. $100M investment in — Picker Institute Europe gamification of health PARC | Ashwin Ram | 35
  27. 27. Trends PARC | Ashwin Ram | 36 PARC | Ashwin Ram | 36
  28. 28. Example PARC | Ashwin Ram | 37
  29. 29. Example PARC | Ashwin Ram | 38
  30. 30. Example PARC | Ashwin Ram | 39
  31. 31. Example REAL Powered by Humana. Ready to take the first step on the path to a healthier you? At REAL, you’ll find a wealth of information designed to help you focus on the most important aspects of life—your physical and mental health, work and finances, the time you spend relaxing, and the social relationships you depend on.
  32. 32. Example
  33. 33. Key Technologies Social Context User Model Diet Mobile Gamification Preferences Knowledge PARC | Ashwin Ram | 42
  34. 34. Why Contextual? Context Mobile PARC | Ashwin Ram | 43
  35. 35. Example PARC | Ashwin Ram | 44
  36. 36. Example PARC | Ashwin Ram | 45
  37. 37. Example PARC | Ashwin Ram | 46
  38. 38. Importance of Context PARC | Ashwin Ram | 47
  39. 39. Importance of Monitoring: “Quantified Self” PARC | Ashwin Ram | 48
  40. 40. Ecological Momentary Intervention PARC | Ashwin Ram | 49
  41. 41. Ecological Momentary Intervention PARC | Ashwin Ram | 50
  42. 42. Key Technologies Social Context User Model Diet Mobile Gamification Preferences Knowledge PARC | Ashwin Ram | 51
  43. 43. Why Gamification? Gamification PARC | Ashwin Ram | 52
  44. 44. Example games PARC | Ashwin Ram | 53
  45. 45. Example competitions PARC | Ashwin Ram | 54
  46. 46. Example ambient awareness UbiFit PARC | Ashwin Ram | 55
  47. 47. Example rewards PARC | Ashwin Ram | 56
  48. 48. Key Technologies Social Context User Model Diet Mobile Gamification Preferences Knowledge PARC | Ashwin Ram | 57
  49. 49. Why User Modeling? User Model Diet Preferences Knowledge PARC | Ashwin Ram | 58
  50. 50. Example PARC | Ashwin Ram | 59
  51. 51. Example PARC | Ashwin Ram | 60
  52. 52. How To Model Motivation? External'environment' Diet' (s9muli,'informa9on,' Record' rela9onships)' Plans' (inten9ons)' Evalua9ons' Ac9vity' (beliefs)' Record' Food' Resources' Specific'Change'App' Internal' environment' Social' (percepts,'drives,'' Momentary' Mo9ves' Network' Ac9vity' Recommender' emo9onal'states,' (feelings'of'desire,' Resources' arousal,' want,'need)' External' ideas,'frame'of'mind)' Modeler' Impulses/' Internal' Responses' Inhibiters' Modeler' (act'or'refrain)' (urges'to'act' or'refrain)' Belief' Impulse' Plans' Mood' System' Tracker' PARC | Ashwin Ram | 61
  53. 53. How To Model Habits? •  Location •  Time •  Mood •  Thoughts •  People around you •  Preceding action PARC | Ashwin Ram | 62
  54. 54. How To Model Preferences? Intent? Current Situation Activity Physical Context #Intent Dining, Shopping, Movies, location, time, people … #Knowledge Work activities Electronic Context calendar, calls, email Sports, Hobbies Future Locations Interest Model and Events web, email, purchases Companions Knowledge Model attention and past choices Receptiveness Behavior Model Attention needs past actions in situations Motion (walking, standing, Social Model riding, …) social net, influencers PARC | Ashwin Ram | 63
  55. 55. Social Mobile Game Tackling the BHAG Healthy Lifestyle Institution Focus Healthcare needs policy reform Consumer Focus Health need cognitive technology PARC | Ashwin Ram | 64
  56. 56. Key Technologies Social Context User Model Diet Mobile Gamification Preferences Knowledge PARC | Ashwin Ram | 65
  57. 57. ASC: Augmented Social Cognition Social Computing timely, social, personalized, nt, nable, in the mome contextual, actio edback engaging , relevant, fe Cognitive Science Web Intelligence! PARC | Ashwin Ram | 66
  58. 58. Vision: ASC Platform Social Network Personalization Gamification Consumer Just-In-Time Behavior Engagement Information Change Modeling Platform Decision User Social Semantic Behavior Support Modeling Analysis Analysis Modeling Monitoring Platform Ethnography/ Field Studies Web/Social Context/ Network Activity PARC | Ashwin Ram | 67
  59. 59. Vision: Social Wellness Wellness Drivers Consumer •  Engagement Food / Exercise / Relevant Information Nutrition Activity •  Behavior Change Dashboard Dashboard Apps Alternative Medicine / Medicine Supplements Company Provider Portal Portal Modeling & Analytics Platform PARC Competitive Edge Ethnography Analytics/Social Media Context/Activity Tracking PARC | Ashwin Ram | 68
  60. 60. Contact www.parc.com/ashwinram @ashwinram www.linkedin.com/in/ashwinram ashwin.ram@parc.com PARC | Ashwin Ram | 69

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