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Games and User
Interface Design:
Thinking Differently to
Affect Elderly Quality of Life
Adriana Moscatelli President, Uiidea Design
Pete Wendel 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)
http://easierlivingblog.com/2012/02/16/new-exercises-help-fight-off-dementia-in-elderly/
(this game helps fight off dementia)
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:
Reframes existing activites
and 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
perscriptions, 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…
Eating
different
Menus,
Choices
Why?
Blood
Pressure
Heart
Rate
When to
track?
Why?
Glucose
Sugar
intake
Food
choices
Change
what?
Why?
Complex
When?
Why?
Exercise
Like
what?
When?
How?
Count
calories?
What’s your Glucose #?
Heart rate?
Cholesterol?
Blood pressure?
Caloric intake?
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
Play with
G. Kids
Eating
different
Brisk
walks
Heart
rate
Blood
pressure
Glucose
Tracking
Eat this
not that
Plans &
alerts to
test
Control
here =
more
play time
walking
+ HR
goal
Post
walk
measure
Better
food =
more
energy
How do we apply games to
increase the overall health
and well being of people?
Gamification. (…what?)
Gamification is: The concept of applying game-
design 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
via Mirriam-Webster Dictionary
…what?
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…
User Interfaces connect us to
services through things.
Biggest impact:
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?
Metaphors change for how we relate
to each other, the services we use,
and the places and spaces we
inhabit; our perspective shifts…
physical & digital
We make/use them……
They make/use us via our behavior, time,
language, metaphors, tools…
Implications: tools / touchpoints
Implications: new approaches needed
how design of games and user
interfaces can affect quality of life:
Services are intangible and unfold
through time
Products and things in our environment are
now interconnected services
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 patient-
centered, full of waste, and unreliable. Despite the
best efforts of the workforce, we built it wrong. It
isn't built for modern times." *
* 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/
We need results that help people
(we vs. me / with vs. for)
Results show improved behaviors follow on increased
activation** (a measure of engagement)
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
We have to reach and engage people wherever they are, whenever they act
Digital channels are
key cost-effective
modern ways to
extend the reach of
care delivery systems
Why this matters now:
New business models being explored and encouraged
by government regulation
Moving from fee-for-(face-to-face)-service to fee for
quality-outcomes demands greater efficiency at scale *
* 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
“Quality of life happens to be the element that is most
import in motivating people to deal with an illness." **
ROI > ROB
to get this you need
return on behavior
business models
must evolve from
systems of records
and transactions to
systems of
engagement
Why this matters now:
http://www.dachisgroup.com/2011/06/movingbeyond-
systems-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
Over 420K members in 5 months
Goals set: 560k
Miles (walk/run) logged: 18 M
2-3% of all Walgreens.com traffic
~20% using digital health devices to
autosend their steps / activity info
Currently: 1.3M+ members
60% engagement rate
20+% autolog via digital devices
2nd most freq used mobile feature
3-5% of all Walgreens site traffic
…spend more time/$ than our
highest-value customer segments
Now: think different
Ecosystems: connect services through things
Ethics: no such thing a neutral design
Empowerment & Engagement: with people
Visible things + Invisible ‘everyware’
Result: improve quality of life
Use This Recipe:
Empower people and communities
with tools they can use to co-create
solutions together
Take a wholistic view across time
and touchpoints
Start with people and problems
at the center and work outwards
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?
What better time than now?
Your call to action:
start creating
engagement ecosystems
What better place than here?

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Games & UI Design to Affect Elderly Quality of Life

  • 1. Games and User Interface Design: Thinking Differently to Affect Elderly Quality of Life Adriana Moscatelli President, Uiidea Design Pete Wendel User Experience Manager, Walgreens
  • 2. 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
  • 3. Why games and user interface?
  • 5. we live our lives across physical and digital
  • 6. Their distinction blurs as we experience both at the same time…
  • 7.
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  • 12. 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
  • 13. …for fun (Wii games) http://easierlivingblog.com/2012/02/16/new-exercises-help-fight-off-dementia-in-elderly/ (this game helps fight off dementia)
  • 14. 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
  • 15. Games serve multiple purposes…
  • 16. …games have rules, goals, uncertainty, measurable outcomes Done right: fun and meaningful play (tip: focus on play not score)
  • 17. …games provide social engagement, serve as a catalyst for story telling and learning, and help people find joy in play
  • 18. Games serve several different purposes have direct benefits on health…
  • 19. 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
  • 20. 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…
  • 21. Health benefits of Games: Reframes existing activites and 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 perscriptions, 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… Eating different Menus, Choices Why? Blood Pressure Heart Rate When to track? Why? Glucose Sugar intake Food choices Change what? Why? Complex When? Why? Exercise Like what? When? How? Count calories?
  • 22. What’s your Glucose #? Heart rate? Cholesterol? Blood pressure? Caloric intake?
  • 23. 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
  • 24. Health benefits of Games: Give numbers meaning Play with G. Kids Eating different Brisk walks Heart rate Blood pressure Glucose Tracking Eat this not that Plans & alerts to test Control here = more play time walking + HR goal Post walk measure Better food = more energy
  • 25. How do we apply games to increase the overall health and well being of people?
  • 26. Gamification. (…what?) Gamification is: The concept of applying game- design thinking and techniques to non-game applications to make them more fun and engaging.
  • 27. Gamification is not: the simple application of adding game mechanics (e.g. adding badges, a leaderboard and a competition to an event).
  • 28. 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.
  • 29. Gamification: an example Problem: obesity and diabetes are often intertwined with many connected places, spaces and things. What to do?
  • 30. Start by: Place people & problems at center & work solutions from here Needed Results: new ideas, collaborations & solutions created with the communities they serve…
  • 31.
  • 32. Value created with diverse audiences
  • 33. Co-creation key to sustainable ideas
  • 34. Fitwits: game as learning hybrid
  • 36. Touchpoint Design = User Interface Design via Mirriam-Webster Dictionary …what?
  • 37. 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
  • 38. This is a User Interface
  • 39. This is a User Interface
  • 40. This is a User Interface
  • 41. This is a User Interface
  • 42. This is a User Interface
  • 43. This is a User Interface Open a window Use a map
  • 44. User Interface: biggest impact? It’s actually not the things themselves, nor the interactions with those things…
  • 45. User Interfaces connect us to services through things. Biggest impact: Products, places, & spaces are gateways to services.
  • 46. products = connection point to a set of services
  • 47. ‘everyware’: Becoming connected through devices to communities of people and services…
  • 48. ‘everyware’ User Interface Shifts where/how we create value in healthcare and business models with connected systems:
  • 50. Metaphors change for how we relate to each other, the services we use, and the places and spaces we inhabit; our perspective shifts… physical & digital
  • 51. We make/use them…… They make/use us via our behavior, time, language, metaphors, tools… Implications: tools / touchpoints
  • 53. how design of games and user interfaces can affect quality of life: Services are intangible and unfold through time Products and things in our environment are now interconnected services 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
  • 54. Designing with (connected) games and UI’s in mind helps to move the focus from point of service to patient engagement…
  • 55. Why this matters Healthcare is broken. “Healthcare is broken. ... We have set up a delivery system that is fragmented, unsafe, not patient- centered, full of waste, and unreliable. Despite the best efforts of the workforce, we built it wrong. It isn't built for modern times." * * 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/ We need results that help people (we vs. me / with vs. for) Results show improved behaviors follow on increased activation** (a measure of engagement)
  • 56. 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
  • 57. 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 We have to reach and engage people wherever they are, whenever they act Digital channels are key cost-effective modern ways to extend the reach of care delivery systems
  • 58. Why this matters now: New business models being explored and encouraged by government regulation Moving from fee-for-(face-to-face)-service to fee for quality-outcomes demands greater efficiency at scale * * 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 “Quality of life happens to be the element that is most import in motivating people to deal with an illness." ** ROI > ROB to get this you need return on behavior
  • 59. business models must evolve from systems of records and transactions to systems of engagement Why this matters now: http://www.dachisgroup.com/2011/06/movingbeyond- systems-of-record-to-systems-of-engagement/
  • 60. 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 Over 420K members in 5 months Goals set: 560k Miles (walk/run) logged: 18 M 2-3% of all Walgreens.com traffic ~20% using digital health devices to autosend their steps / activity info Currently: 1.3M+ members 60% engagement rate 20+% autolog via digital devices 2nd most freq used mobile feature 3-5% of all Walgreens site traffic …spend more time/$ than our highest-value customer segments
  • 61. Now: think different Ecosystems: connect services through things Ethics: no such thing a neutral design Empowerment & Engagement: with people Visible things + Invisible ‘everyware’
  • 62. Result: improve quality of life Use This Recipe: Empower people and communities with tools they can use to co-create solutions together Take a wholistic view across time and touchpoints Start with people and problems at the center and work outwards
  • 63. 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?
  • 64. What better time than now? Your call to action: start creating engagement ecosystems What better place than here?

Editor's Notes

  1. Door picture
  2. Games are a purposefully created event or activity. Well-designed games are so appealing and engaging that people voluntarily choose to spend time playing them. Games fulfill something that can’t be found anywhere else. Whether it’s solving a puzzle, participating in a competition, or collaborating with others as a team, we get a sense of fun, achievement and learning as we play. Feelings such as fun and being able to express creativity via game play evolves and changes over time (from anticipation, to first moment of play, to extended play, to memories of the game after it is over). Games are intentionally designed to elicit feelings and memories over time—they come into existence by way of design.
  3. Placing people and problems at the center and working solutions from this starting point results in new ideas, collaborations and solutions that are created with the communities for whom they serve. An example is FitWits, an obesity prevention and health literacy research project that uses games and character-driven narratives to transform unhealthy lifestyles into healthy ones. This project goes beyond providing solutions for individuals, instead, it is a platform for problem finding and solving—a tool for creating tools—across an ecosystem of people, care providers and care recipients.
  4. Games and UI’s meet people where they are, help connect them to services, and provide the scaffolding to help them get to where they want to be… Close the loop. Create more value than you capture.
  5. This is more than access or convenience—it’s the facilitating the creation of meaningful experiences. The natural order of things, the natural behavior and relationship between things and services, is that all things are connected. Nothing exists in a vacuum.