gamifying health data collection
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Gamifying Health Data Collection. Mariko Wakabayashi & RJ Kunde Department of Computer Science University of Illinois at Urbana-Champaign Collaborators: Jason Cho, Tom Olson, Shravan Gupta, and Seungchul Lee. Motivation. - PowerPoint PPT PresentationTRANSCRIPT

GAMIFYING HEALTH DATA COLLECTION
Mariko Wakabayashi & RJ Kunde
Department of Computer ScienceUniversity of Illinois at Urbana-Champaign
Collaborators: Jason Cho, Tom Olson, Shravan Gupta, and Seungchul Lee

MOTIVATION
• Health data collection is dependent on a user’s motivation to participate• E.g. Health diary
• Increasing number of tools which can assist in identification, correlation and eventual care for patients and their diseases
• Growing opportunity for health professionals

APPROACH• Aim for continuous user engagement
• Gamification to maintain user’s participation, and collect health data from numerous sources • e.g. heart monitor sensor, accelerometer sensor
Prototype:
• Developed a gamified mobile application that collects physical activity and users’ health information
• Focused on two types of health data• Data from smartphone’s accelerometer sensor• Data from users’ health question answers

WHAT IS GAMIFICATION?Gamification: The application of game mechanics (e.g.
competition, rewards) to a particular task or goal in order to create motivation among participantsLocation-based Social Network:
FoursquareEducation: Khan Academy
Professional Network; LinkedIn’s Profile Completeness Circle

EXAMPLES OF GAMIFICATION IN MEDICAL LITERATURE (1)
Task 1: Educating the general public about healthy behavior
Example: OrderUP! –players learn how to make healthier meal choices
Field Study Conclusion Encouraged participants to live healthier lifestyles Participants engaged in four process of change identified by
the Trans Theoretical Model

EXAMPLES OF GAMIFICATION IN MEDICAL LITERATURE (2)
Task 2: Health diary annotation completed by particular demographics
• E.g. Pain Squad – mobile application that encourages young cancer patients to fill out pain reports.• Raised the compliance rate in annotating pain reports from
11% to over 80%.

DR.POCKET – PROTOTYPE HEALTH MOBILE APPLICATION
Goal: To accomplish Task 1 and 2 with our mobile application.
Health Diary Annotation by adults Educate about healthy behavior and
encourage a healthier lifestyle
Dr. Pocket: Asks user’s anxiety related
questions Tracks daily movement Integration of two types of health
data to understand user’s anxiety levels

DR.POCKET GAMIFICATION FRAMEWORK
Answering
Health Questio
n
Engage in
Physical Activity
Healthy Life-Style Points

DR.POCKET – HEALTH RELATED QUESTIONS
Modeled after the Institute of Medicine’s main determinants of health
Compiled surveys and scales from Centers for Disease Control (CDC), and Ian McDowell’s Measuring Health - A Guide to Rating Scales and Questionnaires
Dr. PocketFocus on anxiety • One of the most common mental illness in the US• Prevalent amongst students
Consists 102 questions from 6 different categories: stress, sleep, fatigue, anxiety, pain, and depression

HEALTH QUESTION EXAMPLES

DR.POCKET – TRACKING MOVEMENT
Tracks movement with accelerometer and gyroscope
Goal is to obtain enough data to study the integration between health questions with physical activity and train application for feedback
Game elements added to step count• Progress Wheel (Competition)• Setting goal
• Awarding Points for Participation (Rewards)

DR.POCKET – STATISTICAL FEEDBACK
Provided Information for the user:
Daily and accumulated score• Calories Burned• Step counts• Distance Traveled• Questions Answered
Game Elements encouraging Competition: Number of points obtained Tangible visuals to
understand calculated numbers
Acquired marketplace items and its duration

PILOT STUDY Hypotheses
Goal 1: Gamification in health data collection is effective Goal 2: Integration of passive and active data collection is more
effective than either approach on its own.Procedure
15 subjects used prototype application for 2 weeks Subjects description: 18-25 age group, 5 females/10 males,
studentsResults
Collected 1,380 responses and over 747,000 step counts. Participants enjoyed and vouch for gamification “The concept of earning "points" for walking more or answering
more questions is really what motivated me.” “The application showed me how much lower than the target I was
at on a daily basis so it prompted me to walk more.,”

CONCLUSION - FUTURE WORKFuture Work:Improve user interfaceExpand on current features
Increase of questions from 100 to 500 Implement adaptive questions Add network functionality to increase
competition
Conduct Larger Study 200 person, IRB sanctioned human
study Monitor user engagement, and train
application to detect anxiety levels Develop a feedback system based on
results

QUESTIONS?