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PANACEA: INTELLIGENT GAMIFICATION TECHNIQUES TO REDUCE DROP OUT Robin De Croon Vero Vanden Abeele & Katrien Verbert

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PANACEA: INTELLIGENT GAMIFICATION

TECHNIQUES TO REDUCE DROP OUT

Robin De Croon

Vero Vanden Abeele & Katrien Verbert

Human-Computer Interaction (augment & eMedia)2

Pain center UZA

Human-Computer Interaction (augment & eMedia)3

Appi@Home (BeWell Innovations)

• Pain patients are asked to use Appi@Home for 10 weeks

• blood pressure

• oxygen saturation

• sleep tracker

• activity tracker

• (weight scale)

• questionnaires

Patients only adhere in the beginning

Human-Computer Interaction (augment & eMedia)4

Context

The objective is to investigate whether the combination of motivational

design techniques and context-aware recommender system techniques can

increase the motivation of chronic patients to adhere to telemonitoring (as part

of their therapy), and hence, whether these ‘intelligent’ gamification techniques

can reduce drop out.

Human-Computer Interaction (augment & eMedia)5

General goal

The objective is to investigate whether the combination of motivational

design techniques and context-aware recommender system techniques

can increase the motivation of chronic patients to adhere to telemonitoring

(as part of their therapy), and hence, whether these ‘intelligent’ gamification

techniques can reduce drop out.

Human-Computer Interaction (augment & eMedia)6

General goal

• Set of motivational design techniques

• Analytics shell that can track gamification metrics

• Context-aware recommender system that selects gamification strategies

• Scientific model of and baseline for current drop-out rates

Human-Computer Interaction (augment & eMedia)7

Desired outcomes

implement in existing Well@Home platform

• Fitness and health apps do not share knowledge(De Mesmaeker et al., 2012; Lister, West, Cannon, Sax, & Brodegard, 2014; Oinas-Kukkonen & Harjumaa, 2009)

• Less known how gamification can be used within a sensitive setting

• Different user groups and personality types necessitate different techniques (Bateman, Lowenhaupt, & Nacke, 2011; Busch et al., 2015; L. E. Nacke, Bateman, & Mandryk, 2011;

Orji, Mandryk, Vassileva, & Gerling, 2013)

• Contexts less inclined or simply unable to follow up on techniques

Human-Computer Interaction (augment & eMedia)8

Domain

Diary studyN = 18 – 24 participants

Focus groupN = 8 – 12 participants

6 – 8 patients

2 – 4 careproviders

Co-creation

sessionN = 8 – 12 participants

Formative

evaluationN = 5 – 8 participants

Summative

evaluationN = 16 – 22 participants

Analysis phase Design phase Evaluation phase

Human-Computer Interaction (augment & eMedia)9

Methodology

Diary studyN = 18 – 24 participants

Focus groupN = 8 – 12 participants

6 – 8 patients

2 – 4 careproviders

Co-creation

sessionN = 8 – 12 participants

Formative

evaluationN = 5 – 8 participants

Summative

evaluationN = 16 – 22 participants

Analysis phase Design phase Evaluation phase

Human-Computer Interaction (augment & eMedia)10

Methodology

• Digital diary integrate in Appi@Home

• Patients already use platform

• Experiment with voice recording

• Four steps

• introduction

• diary study

• verification

• contextual inquiry after 2 weeks

• SMEC file submitted today

Human-Computer Interaction (augment & eMedia)11

Diary study

Matthews, Mark, and Gavin Doherty. 2011. “In the Mood: Engaging Teenagers in Psychotherapy Using Mobile Phones.” In

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2947–56. CHI ’11. New York, NY, USA: ACM.

Beyer, Hugh, and Karen Holtzblatt. 1997. Contextual Design: Defining Customer-Centered Systems. Elsevier.

Diary studyN = 18 – 24 participants

Focus groupN = 8 – 12 participants

6 – 8 patients

2 – 4 careproviders

Co-creation

sessionN = 8 – 12 participants

Formative

evaluationN = 5 – 8 participants

Summative

evaluationN = 16 – 22 participants

Analysis phase Design phase Evaluation phase

Human-Computer Interaction (augment & eMedia)12

Methodology

• Anthropomorphism approach

• Introduce supercoaches

• Easier to talk about motivational design techniques

• Six steps

• introduction

• potential issues

• supercoaches

• switch roles

• gamification mechanics

• dot voting

Human-Computer Interaction (augment & eMedia)13

Focus group

Bert Vandenberghe and Karin Slegers. 2016. Anthropomorphism as a Strategy to Engage End-Users in Health Data Ideation. In

Proceedings of the 9th Nordic Conference on Human-Computer Interaction, 18.

Gamification mechanics

14 Human-Computer Interaction (augment & eMedia)

Andrzej Christopher Marczewski. 2017b. Gamification Mechanics Elements.

https://www.gamified.uk/ user-types/gamification-mechanics-elements. (2017). Accessed:

2017-8-4.

Human-Computer Interaction (augment & eMedia) 15

Focus group - Supercoaches

16 Human-Computer Interaction (augment & eMedia)

De Croon R., Verbert K., Vanden Abeele V. (2017). Anthropomorphism-based focus group protocol to select gamification mechanics.

Postive gaming workshop on gamification and games for wellbeing at CHI PLAY 2017.

Human-Computer Interaction (augment & eMedia)17

Workshop @ CHIPlay 2017

Human-Computer Interaction (augment & eMedia)18

Parallel study: motivate badminton players

Human-Computer Interaction (augment & eMedia)19

Initial plan

As planned

• Perform study as planned

• But with lower number of participants

Extra

• Implement motivational design

techniques in parallel application

• User tracking

Human-Computer Interaction (augment & eMedia)20

Backup plan

21 Human-Computer Interaction (augment & eMedia)

https://www.figma.com/file/VCbS6lmSJxSqxToS2dnGTM3n/first-sketches

Progress

• Research

• Gamification, contextual inquiry, fear avoidance, …

• Focus group + diary study

• Protocol

• Gamification mechanics

• Position paper

• User study

• Presentation @ UZA

• Observed 4 consultations @ UZA

• List with tele-monitoring actions

• Prototype

• Figma sketches

22 Human-Computer Interaction (augment & eMedia)

Planning

• October

• Contact first participants

• Submit SMEC diary study

• Update Figma sketches and implement 5 in JavaScript

• ITEA report on gamification

• November

• First focus group?

• Enable user to use Panacea@Home

• In collaboration with BeWell

23 Human-Computer Interaction (augment & eMedia)

Planning

• October

• Contact first participants

• Submit SMEC diary study

• Update Figma sketches and implement 5 in JavaScript

• ITEA report on gamification

• November

• First focus group?

• Enable user to use Panacea@Home

• In collaboration with BeWell

24 Human-Computer Interaction (augment & eMedia)

• Protocols & ethical clearance needed when working with hospital

• Pain patients are not mobile

Human-Computer Interaction (augment & eMedia)25

Lessons learned

• How to motivate (younger) people over the phone for focus group?

• How to deal with medical data access?

• Resources/papers I should know?

Human-Computer Interaction (augment & eMedia)26

My questions

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Feedback?

Human-Computer Interaction (augment & eMedia)

[email protected]