Presenter: Shauna Gammon, Lead Product Designer, Ayogo Health Inc.
Gamification is NOT about points and badges and leaderboards. Putting points and badges on top of systems that were not designed to be game-like is like welding wheels on a bicycle. It looks from a distance like it will work, but the results are guaranteed to disappoint. Shauna will walk you through the fundamentals of game psychology, so you can utilize these crucial building blocks in your own patient engagement projects. Ayogo is a recognized global leader in the application of game psychology and social patterning effects to the design healthcare applications. Their Empower framework has improved health and financial outcomes for healthcare organizations around the world.
2. Ayogo is on a mission to transform the
healthcare industry by helping patients
incorporate their care plans into their lives.
3. Global 100: Most
Innovative mHealth
Companies
Top Ten mHealth
Entrepreneurs
“…game-changing
innovation…”
Top Three mHealth
Campaigns
We’re changing the healthcare experience forever,
improving health and financial outcomes for our customers,
through the science of engagement.
4. Michael Fergusson
CEO & Co-founder
Paul Prescod
CTO & Co-founder
Patrick Moody-Grigsby, BA
Creative Director
Shauna Gammon,
BSc, BCS, MSc
Lead Product Designer
Ricard Adrianza, BSc
Art Director
Dan Loach, PhD
UX Designer
Mavis Dixon, BA
Manager - Projects &
Engagement
Ian Suda, BSc
Lead Software Developer
Adam Vernon, MA
Software Developer
Team
5. Patients are given the tools they need
to manage their health and reach their
stated personal goals.
They do not use them.
The Problem
7. …but they’ll ignore them
and instead spend time
with applications that
look like this.
8. Why are patients drawn to
useless distractions instead of
towards applications that can
literally save their lives?
Why?
9.
10. But there’s good news!
Humans evolved games and play to overcome this
propensity to distraction, so they could make longer-
term investments in skills and knowledge.
11. Healthcare applications are typically designed to
be precise, or fast or accurate, but they are rarely
personal, emotionally satisfying, or beautiful…
…which is precisely why they are not engaging.
It Takes A Relationship
12. Engagement is not about efficiency,
it’s about emotional involvement.
13. Games offer us design patterns that have
been proven successful in generating
engagement over time.
14. What Went Wrong?
Let’s give people points when
they do something good.“
Can we add leaderboards to
make it more social?“
How about badges to acknowledge
their accomplishments?“
18. Gamification is not putting
points, badges, or leaderboards
on top of systems that are not
designed for fun.
http://upandhumming.com/
2013/12/that-time-my-
treadmill-almost-killed-me/
27. A customizable framework that
helps patients engage with their
therapeutic program through
gamification, social
connectedness, and education.
28. In the standard program, health coaches observe
many patients filling in paper logs moments
before their weekly check-in class begins...
With Picture It!, 60% of patients were highly
engaged: on average they completed 3 of 5 care
plan tasks each day, and lost 2.2 times the weight.
Picture It! Pilot Results – Bariatric Pre-Surgery