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