mohe: mobile health for moms, kids, adults and elderly

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    MOHE: Mobile Health for moms, kids, adults and elderly

    P. Arslan1, H. Nam1, M. Romero1, P. Perego1, F. Costa1, G. Andreoni1 and S. Muschiato11 Dept. of INDACO Politecnico di Milano, Via Durando 38/a, 20258 Milano Italy

    Abstract. The following paper presents a creative process

    aimed at developing innovative scenarios for mobile health.The entire research MOHE is summarised, but the paper isfocused on a creative workshop performed in order to arrive,

    from a complete research, to four movies of 2 minutes each.

    20 participants, divided in 4 groups, where involved in 2days intensive-work that has produced 4 storyboards ofscenarios. Each group, composed by designers andbioengineers have been collaboration of medical specialists.

    Each group has focused their attention on a user-target

    (moms, kids, adults and elderly) in order to create newconcepts for everyday healthcare services through mobiletechnology.

    Keywords: Mobile Technology, Healthcare, DigitalServices, Creative Process, Personas, Scenario , Storyboards,

    Moodboard

    1 Introduction

    Innovative medical technologies offer a range of

    solutions to address the early detection and diagnosis

    and the efficient treatment of many diseases. Today,

    almost all widespread chronic illnesses can be treated

    successfully if detected and diagnosed early enough.

    Modern health Information and Communication

    Technology increases the accessibility of individualcitizen-patient information and supports clinical

    decision-making.

    Medical devices are a diverse group of products

    that ranges from simple items such as sticking plastersto complex devices such as heart by-pass machines

    (Martin 2008) According with the European Medical

    Device Directive (93/42/EEC): Any instrument,

    apparatus, appliance, material or other article, whether

    used alone or in combination, including the software

    necessary for its proper application intended by the

    manufacturer to be used for human beings for the

    purpose of:

    diagnosis, prevention, monitoring, treatment oralleviation of disease,

    diagnosis, monitoring, treatment, alleviationfor or compensation for an injury or handicap,

    investigation, replacement or modification ofthe anatomy or of a physiological process

    control of conception and which does notachieve its principal intended action in or onthe human body by pharmacological,

    immunological or metabolic means,

    but which may be assisted in its function bysuch means.

    2 Aims and objectives

    MOHE, Mobile Health for moms, kids, adults and

    elderly, is a project aim to develop new scenarios of

    use of medical devices, based on mobile phone

    technologies. The project is focused on 4 specifictarget groups; pregnant women, kids, adults and

    elderly.

    The aim of this paper is evaluate the effectivenessof the methods applied in the creative phase and their

    impact on the resulting concept designs.

    3 Methodology

    The project is structured in three steps:

    Research on future product-service systems foreHealth, the market of mobile healthcare

    products, existing technologies suitable to be

    applied in mobile phones and users needs.

    Co-design workshop involving designers,bioengineers and healthcare specialists.

    Video scenarios production.The different design tools have been used in the co-

    design workshop to stimulate collective creativity

    (Leonard Burton and Swap 1999) for the generation

    process of new scenarios.

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    The overall research and the development process

    is shown in the Fig 1.

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    Fig.1 Complete research process diagram

    In the initial brief the target user groups were defined

    as:

    Moms/dadies and babies Kids Healthy adults The elderly

    The research phase, conducted through the review of

    literature, surveys and previous researches (including

    questionnaires, interviews and observation) permitted

    to focus the project more precisely considering

    unsatisfied needs and potential market niches. The

    target user groups were consequently specified as:

    Pregnant woman with kid with focus onpsychological support

    Preadolescent with focus on autonomy gainingin everyday life and chronic disease long term

    management

    The elderly over 75 with focus on technologytradeoff and memory sustain for example for

    correct medication assumption

    Healthy adult with focus on overall wellbeingand family dimension

    We have chosen Scenarios (Carroll 2002) to develop

    the co-design phase considering that it is an

    appropriate method for designing services. In fact,

    scenario-based design focuses on the description of theusers and how the users perform the tasks in order to

    extract users demands; and provides a tool to designproducts with high usability. This design approach

    helps developing ideas that involve interactions with

    multiple users over a period of time and is very useful

    when a service with a defined goal has to be achieved.

    Different scenario formats have been used in the

    development process according to the actors concernedin the different phases: a narrative format at the

    beginning to facilitate the communication with the real

    users, storyboards in the workshop phase and movies

    as final output suitable for company and public

    communication. The different scenario formats arebased on:

    Personas (Pruitt and Adlin, 2006) are fictitious

    characters created to represent the different user types

    which are useful as a design tool in considering the

    goals, behaviours, desires of a group of real users.

    According to Pruitt and Adlin the use of personasoffers several benefits in product development. They

    are synthesized from data collected from interviews in

    order to help to guide decisions about a product, such

    as features, interactions, and visual design. Such

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    inference may assist with brainstorming, use case

    specification, and features definition.

    Moodboard is a type of poster design, collage of

    materials that consists of images, text (quotes,keywords), colours, textures, materials and samples of

    objects in a composition to get a visual stimuli and

    inspiration in order to develop their design concepts, to

    get a picture of what they want to accomplish and to

    communicate to other members of the design team.

    The mood board may be used as a frame of referenceduring the design process in a variety of abstract

    disciplines, as advertising, fashion design or trends

    research but we dont find references about

    applications in health care design field.

    Storyboard (Vertelney and Curtis, 1990): is a tool

    derived from the cinematographic tradition; it is the

    representation of use cases through a series of

    drawings or pictures, put together in a narrative

    sequence.

    3.1 MOHE Workshop

    3.1.1 Workshop progress

    The aim of the workshop is to explore new application

    for Mobil Phones Technologies in Health care by

    creating 4 scenarios related to 4 different users.

    The preparation of the workshop included also

    participant choice and interdisciplinary team building.

    Each team was shaped to comprehend 1 tutor, 2designers and 1 bioengineer. The participants have

    also been chosen and distributed in the teams on the

    basis of their previous experiences regarding scientific

    and empirical knowledge of the target users.

    The workshop lasted three days:

    1st day when the research and the tools havebeen presented and the concept development

    began

    2nd day when participants deepened the topicsthrough further research and user interviews

    3rd day dedicated to the final storyboarddevelopment and presentation

    All the teams could take advantage of the consultancy

    with medical and sports specialists.

    The outputs of each team were a storyboard and a

    concept summary. These outputs have been presented

    to the movie designers who translated them in a new

    storyboard format usable as reference to shooting and

    producing video (narrative trikcs, shots, scenery,

    actors, visual effects and infographics, soundtrack,

    etc.). The movie designers also developed a

    communication strategy, including image treatment

    consistent with Samsungs brand image. The 4 stories

    have been connected to create a social network

    (Charles is Stellas the 12 years old girl

    grandfather; Bob the 40 years old professionalworker is Nicoles the pregnant mother with a

    three years old sonhusband).

    3.1.2 Workshop Input Material

    Following tools have been used to summarize the

    peculiarities of the users of each group emerged in theresearch: a persona resuming users characteristics

    and condition, a moodboard representing their

    emotional real and desired state and a one day life

    story developed together with real representants from

    Fig. 2. Personas / One day Story / Moodboard

    the user groups (i.e. a grandfather, a pregnant mother

    with a three years old daughter, a 40 years old

    professional worker and a 12 years old girl jointly with

    an endocrinologist) (Fig. 2).

    One day story help the participants of the

    workshop to confront everyday possible healthproblems and behaviours of the targeted user groups.

    As an example, One day Story of a healthy adult starts

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    from defining the lifestyle of the user: where he lives,

    his job, age, family and hobbies. Then his daily routine

    of the work, sport and social activities and the

    consequences of these outlining possible healthcare

    problems or situations.

    During the workshop, two discussion session has been

    realized in which all groups have synthesized their

    concept ideas in a chart using post-it (fig. 3).

    3.1.4 Workshop Output Material

    As final result of workshop experience, each group has

    produced one storyboard of their proposal. According

    with video producers request, each storyboard, and

    their frames (Fig. 4), has been composed with movie

    attributes.

    Fig. 3. Group Chart in discussion session

    As an outcome, each single frame with a 16:9

    format as a template has been sketched with a writtendetailed explanation of the idea. Then each single

    frame is compiled in a 20 frame storyboard as a result

    of their proposal in order to be compatible for the

    movie production. The participants of each group had

    also thought about the mood music, voice type of the

    narrative speaker, 3D models and 2D visualizations ofthe possible scenarios.

    Fig. 4. Example of some single detailed frames.

    3.1.5 Proposed Concepts

    Four concept scenarios has been produced andpresented to movie production team. Bellow a brief

    description of concept proposals for each target

    groups.

    Group 1: The concept developed for pregnant moms

    is a device for the mother that gives trust, safety and

    joyful feelings during her pregnancy giving an

    emotional and clinical support connecting the fetus

    inside the mother to the medical professionals, friends,

    family and social groups.

    Fig. 5. Concept for pregnant moms. (example frame)

    Group 2: The concept scenario for kids and

    preadolescents. According with Lang, Medical devices

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    are primarily designed for adult use, resulting in

    adolescents with chronic conditions using products

    which have been designed with little or no

    consideration for their specific needs. (Lang et al.

    2010). The concept for kids is an object with specialfeatures that allows, also, instant messaging and short

    range communication in order to provide a less

    expensive social interaction. This is also applied to

    improve the quality of life of kids with chronic

    disease.

    Fig. 6. Group 2- Concept for kids. (example frame)

    Group3: The central point of the concept for healthyadults is "Self Care, encouraging of active life style

    and eventual monitoring of health state of his family.

    The application permits to keep in continuing

    connection all the members of the family or the social

    relationship and an instate exchange of information.

    Fig. 7. Group 3- Concept for healthy adults. (example

    frame)

    Group 4: The concept is a support for the elderly

    people to manage his everyday healthcare activities

    and improve information exchange between doctor and

    patient such as taking medicine when his blood

    pressure isnt good or an appointment with his doctor

    by an registered information about his blood pressure.

    Fig. 8. Group 4- Concept for elderly people. (exampleframe)

    4 Results

    As results of our research, we obtained interesting

    conclusions about the used methodology. Some

    conclusions of the experience and recommendation are

    summarized below:

    Input Material, as the synthesis of the research,is an important start point for warming up the

    teams. Its important to provide reports of the

    research well structured but summarized, in

    order to permit the team to be quickly tuned

    with problems and opportunities on the

    specific field of interest. In our Workshop has

    been found some lacks in the transfer thecomplexity of the research. A normal power

    point presentation has been used to

    communicate some parts of the research (asexample: state of the art of mobile

    technology).

    The creative tools must be suited to the teamparticipants. Some tools, as Moodboard has

    been demonstrated less useful for not design-

    oriented participants. On the other hand, the

    most used tool in all teams was One Day

    History description.

    The importance of the Workshop Director,Who is the person encharged of improve thecreative process in each project team. Actually,

    the Workshop Director is a key role for drive

    and generate cross-fertilization between teams

    conserving their own peculiarities. Workshop

    Director is useful also for reduce the periods of

    creativity gaps in the teams work using

    creative tools (input material).

    The storyboard method used for present thefinal proposals to the moviemaker team, must

    be integrated with a brief description of the

    ideas and a technical description of used

    technology for each function. Actually, the

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    producers of the final movie has decided that

    the stories presented in the storyboards, too

    complicated for the movie length. In order to

    discuss the section to cut without lose quality,

    it was necessary study in deep the usedtechnologies on the design proposals. For this

    reason we decide to create an accessory

    document called technology behind the

    concepts, with this material was easier

    carefully chose the functionalities to represent.

    7 release of storyboard has been presented bymovie team, before approvation for movie

    production.

    Fig. 9. Example of final movie photogram of group 1

    5 Conclusion

    The creative workshop was an interesting and useful

    step on the general research process, but was necesary

    a huge work to set-up it and to analize results. Could

    be more effective giving less initial information but

    give more than 2 working days to the participant. This

    condition could reduce the effort of organizer and,more important, give more time to the workshop

    participants to search, analize and discuse information.

    In adition could be useful to involve final user, not

    only on the research phase, but directly on the work

    groups.

    6 Acknowledgement

    The authors would like to thanks to the designers andmedicians who participated in the creative workshop.

    7 References

    Pruitt, J. and Adlin, T., (2006) The Persona Lifecycle:

    Keeping People in Mind Throughout Product Design,

    Morgan Kaufmann

    Carroll, J. M., (2002) Scenarios and Design Cognition,APCHI2002, Oct.23-26, Beijing, China: 23-46

    Codesign 2000, International Conference, DEED DesignResearch Society, Coventry University, 11 13

    settembre 2000Elizabeth B.-N. Sanders, (2006) Scaffolds for building

    everyday creativity. In Design for EffectiveCommunications: Creating Contexts for Clarity andMeaning. Jorge Frascara (Ed.) Allworth Press, NewYork.

    Lang, A. R., Martin, J. L., Sharples. S. & Crowe, J. A.

    (2010) A Qualitative Assessment of Medical DeviceDesign by Healthy Adolescents, 3rd AHFE InternationalConference 2010, Miami.

    Leonard Burton, D. e W. Swap (1999), When sparks fly:

    Igniting creativity in groups, Harvard Business SchoolPress, Boston

    Martin, J.L. et al.(2008) Medical device development: Thechallenge for ergonomics, Applied Ergonomics 39 271

    283Vertelney, L., G. Curtis, (1990) Storyboards and Sketch

    Prototypes for Rapid Interface Visualisation, CHI