seminar groep t - panacea project
TRANSCRIPT
PANACEA: INTELLIGENT GAMIFICATION
TECHNIQUES TO REDUCE DROP OUT
Robin De Croon
Vero Vanden Abeele & Katrien Verbert
• 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
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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
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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
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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
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Andrzej Christopher Marczewski. 2017b. Gamification Mechanics Elements.
https://www.gamified.uk/ user-types/gamification-mechanics-elements. (2017). Accessed:
2017-8-4.
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.
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Workshop @ CHIPlay 2017
As planned
• Perform study as planned
• But with lower number of participants
Extra
• Implement motivational design
techniques in parallel application
• User tracking
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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
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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?
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My questions
27
Feedback?
Human-Computer Interaction (augment & eMedia)