On Dec 11 and 12, 2010, nearly one hundred people gathered at frog design’s San Francisco studio for Health Games Camp. This diverse group of people included healthcare practitioners, game developers, user experience designers, entrepreneurs, and more, all with an interest in improving healthcare behaviors. This quasi-unconference, quasi-workshop used multi-level game play as the framework to create practical game-based solutions for real health problems. Julian Keith Loren from Innovation Management Institute and David Schafran played the role of Game Masters of the weekend’s activities, setting the structure of the event and tirelessly corralling, engaging and challenging the participants to push to improve healthcare games.
The emerging role of mobile technology in healthcare is growing rapidly. There are increasingly more innovations that are harnessing the power of mobile phones, applications, SMS and even social media to redefine and improve doctor patient relations and our overall healthcare system. Our healthcare expert group has their hands on the pulse of the latest upcoming technology trends that empower users to manage their health and adopt healthier behavior. Here are a few remarkable innovations in healthcare that are changing the system as we know it.
Coinciding with the launch of the Health 2.0 conference in San Francisco, Fast Company.com today published a by-lined article produced by frog:
The Future of Health Care is Social
“In this feature article, frog design uses its people-centered design discipline to show how elegant health and life science technology solutions will one day become a natural part of our behavior and lifestyle. What you see here is the result of frog's ongoing collaboration with health-care providers, insurers, employers, consumers, governments, and technology companies.”
I had my first mammogram on Friday. Like most designers, I can’t divorce myself from my unique way of perceiving the world. So, you can imagine the difficulty I have with a routine screening and the very sensorial experience of a little examining room and its inappropriately sized “mammo-slam” machine. I wanted the full, virgin tour of what many women, including my mother, have denounced as a horribly, painful moment. (There’s only one first, and at my age, there aren’t many of those anymore.) I asked the doe-eyed technician to explain the procedure for me since it was all new, but perhaps I shouldn’t have bothered because my own internal designer dialogue was doing enough talking. A series of sensory impressions washed over me … “This reminds me of the game Twister,” “Why am I wearing a gown if it keeps coming off?” and “Relax, you’re just a dancer, and she is choreographing your body.”