wearables and gamification for personal health management

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Wearables & Gamification for Health & Well - Being My Journey David Wortley 360in360IX www.360in360ix.co.uk

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Page 1: Wearables and Gamification for Personal Health Management

Wearables & Gamification for Health & Well-Being

My JourneyDavid Wortley 360in360IX

www.360in360ix.co.uk

Page 2: Wearables and Gamification for Personal Health Management

Food for Thought

“O wad some Power the giftie gi’e us to see ourselves as others see us”

Robert Burns

“To travel hopefully is a better thing than to arrive”

Robert Louis Stevenson

“Man is free but everywhere in chains”

Jean-Jacques Rousseau

Page 3: Wearables and Gamification for Personal Health Management

Presentation Structure

● My background and influencers

● My wearable technologies story

● Results and statistics

● Personal view of my current wearables

● Lessons learnt

● Wearables future scenarios

● Meeting the challenges of the Ageing Society

Page 4: Wearables and Gamification for Personal Health Management

Serial Techno Social Entrepreneur & Early Adopter

Page 5: Wearables and Gamification for Personal Health Management

Serial Techno Social Entrepreneur & Early Adopter

Page 6: Wearables and Gamification for Personal Health Management

Passion for Technology and Society

1949

Human Intelligence

Controls Machines

2017…..

Machine Intelligence

Controls Humans

Page 7: Wearables and Gamification for Personal Health Management

Influences

Page 8: Wearables and Gamification for Personal Health Management

Articles on Technology & Health

Also Distribute E-Newsletter & Present at Conferences

Page 9: Wearables and Gamification for Personal Health Management

Participant in PROPELS Project

Page 10: Wearables and Gamification for Personal Health Management

EU Pegaso Project for Teenage Obesity

Page 11: Wearables and Gamification for Personal Health Management

Rehability

Page 12: Wearables and Gamification for Personal Health Management

Gamification Paper

Page 13: Wearables and Gamification for Personal Health Management

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Gamification is a Life Skill

Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.

Page 15: Wearables and Gamification for Personal Health Management

Practitioner of Gamification & Wearables for 4 Years

21,334,406 steps recorded between 06/2013 and 11/2015

= approximately 10,667 miles

Helps me to Understand What Works for Me…

Opportunities and Challenges

Page 16: Wearables and Gamification for Personal Health Management

Demonstrable Results

Substantial improvements in physical and mental health are achievable

Page 17: Wearables and Gamification for Personal Health Management

Before and After

2013

2013 Feb 2015

Page 18: Wearables and Gamification for Personal Health Management

Current User of 3 Wearables

Jawbone UP 3Activ8rLives

Buddy Band 2Activite Pop Watch

Page 19: Wearables and Gamification for Personal Health Management

Results and Statistics

Measurement Criteria 2013 2014 2015 2016 2017

No. of Months 5 12 12 12 12

Total Steps 3735719 6353905 5429238 5597962 5368225

Total Calories Consumed 363567 1063174 1065585 1154379 1136436

Av steps / Month 747144 529492 452436 466497 447352

Av Calories Consumed /

Month

72713 88598 88799 96198 94703

Steps – Calories Ratio 10.28 5.98 5.10 4.85 4.72

Page 20: Wearables and Gamification for Personal Health Management

Personal View of my Current Wearables● Jawbone UP 3

– Dashboard layout

– Food database

– Resting Heart Rate

– Analysis Tools

– Tips & Hints

● Withings / Nokia Watch

– Steps Display & Time

– Battery Life

– Waterproof

● Activ8rlives

– Range of devices

Page 21: Wearables and Gamification for Personal Health Management

Lessons Learnt● Walking improves physical and mental health

● Diet is biggest influence on weight & health parameters

● Fibre & Protein are key nutritional elements

● Water and hydration affect sleep

● Alcohol affects weight and sleep

● Last meal should be 3+ hours before bed time

● Motivation is personal and linked to circumstances and level of lifestyle control

Page 22: Wearables and Gamification for Personal Health Management

Global Lifestyle Related Challenges

Modern Lifestyle consequences include many negative effects which place

increasing demands on available resources and

threaten the sustainability of public services for future

generations

Page 23: Wearables and Gamification for Personal Health Management

Global Challenge – HealthObesity, Diabetes, Cancer & Cardiovascular Problems

● Sedentary lifestyle

● Convenience foods

● Comfort eating

● Inadequate exercise

● Couch potato syndrome

● Spectator society

Page 24: Wearables and Gamification for Personal Health Management

Changing Lifestylesand Consumer Empowerment

One of the consequences of this convenient and

easy access to our daily wants and needs is a

decline in the physical and mental challenges

necessary for our lifelong development and health

maintenance

Page 25: Wearables and Gamification for Personal Health Management

Global Challenge – HealthAgeing Society – Cognitive and Physical decline

● Declining working population

● Longer life expectancy

● Middle Age skills “scrap heap”

● Shift from families to care homes

● Rising costs of elderly care

Page 26: Wearables and Gamification for Personal Health Management

What can be Done ?

The consequences of a failure to address these challenges are unthinkable…..

Page 27: Wearables and Gamification for Personal Health Management

Serious Games and HealthLeveraging Consumer Technology to Address Global Challenges

Page 28: Wearables and Gamification for Personal Health Management

Better Personal Health Management

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Page 29: Wearables and Gamification for Personal Health Management

The Transition from Cure to Prevention

It’s quite clear that the best chance we have for increasing our life spans and overall improving our health is to adjust our personal behaviours

and to do so at an early age.

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Page 30: Wearables and Gamification for Personal Health Management

The Same but Different !

My Body is not a Temple it is a Car

Page 31: Wearables and Gamification for Personal Health Management

Navigating Life’s Journey

Life is like a journey from the cradle to the grave. We know the starting point and the final destination and we are aware of the places en route but we have little idea of how long the journey will last and

whether the route will be easy or difficult

Page 32: Wearables and Gamification for Personal Health Management

Our Body is our Journey Vehicle

Our body is the vehicle that will take us to our final destination and its condition determines where we are on that journey, the nature of the

journey and how long it will last. Most of us do not know or monitor our body’s condition or properly maintain it

Page 33: Wearables and Gamification for Personal Health Management

Cars before Data Technology

We used our human skills to get the best from our vehicles supported by knowledge professionals

Page 34: Wearables and Gamification for Personal Health Management

Breakdowns and Repair

The consequence of this lack of technology in older cars was more breakdowns and a reliance on garages and mechanics to

diagnose problems, maintain and repair

Page 35: Wearables and Gamification for Personal Health Management

Data Measurement and Visualisation

Modern cars tell us oil pressure, temperature,

speed, range of petrol tank, warn us of any impending

problems, tell us where we are and how to get to our destination and compute

new routes if we go off track

Page 36: Wearables and Gamification for Personal Health Management

Lifestyle Technology Transforming Health Management

Wearable and embedded technologies change the dynamics of our management like the dynamics of car health management

Page 37: Wearables and Gamification for Personal Health Management

Where are We and Where can we Go?

Wearable and embedded lifestyle technologies provide the tools to manage our health

Page 38: Wearables and Gamification for Personal Health Management

But how can we change Personal Behaviours?

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Page 39: Wearables and Gamification for Personal Health Management

Who will Most Influence Future Health?

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Page 40: Wearables and Gamification for Personal Health Management

An Approach for Better Personal Health

Gamification Enabling Technologies

Page 41: Wearables and Gamification for Personal Health Management

Measurement and Feedback

42Snapshot data Real Time data

Page 42: Wearables and Gamification for Personal Health Management

Mobile Apps

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Page 43: Wearables and Gamification for Personal Health Management

Roadmap – Ageing SocietyStrategic partnerships with

international developers of games-based solutions to not only stimulate cognitive and physical exercises for

the elderly but also explore the potential of elderly people to

actively contribute to social and economic development through their

life experiences

Page 44: Wearables and Gamification for Personal Health Management

Lifestyle Technology Roadmap● Wearable consumer devices like iWatch to provide

advanced health metrics● Healthcare costs linked to lifestyle behaviours● Revolution in the healthcare ecosystem● Use of wearable lifestyle devices for identity

applications● Growth in embedded devices that not only

monitor but also control● The Singularity – Immortality ?

Page 45: Wearables and Gamification for Personal Health Management

Meeting the Challenges of the Ageing Society

● The cost burden of increased longevity

– Lifestyle-related conditions

– Pensions

● Impact of AI and other technologies on employment

● Protecting the future of humanity

Page 46: Wearables and Gamification for Personal Health Management

A Formula/Recipe for Success

Challenge + Choice + Control

=

Confidence + Competence + Well-Being

Page 47: Wearables and Gamification for Personal Health Management

A Formula/Recipe for SuccessAn Engaging Challenge taken up by Choice (or necessity)

with the perceived ability to Control / Influence a desired but uncertain outcome

=

Increased Self - Confidence leading to new levels and areas of Competence and improvements in physical and

mental Well-Being

A Reason to be EXCITED

Page 48: Wearables and Gamification for Personal Health Management

My Latest Challenge – Mission Impossible?

Page 49: Wearables and Gamification for Personal Health Management

My Latest Challenge – Mission Impossible?

An International Network of Creatives celebrating local people, places and experiences

Page 50: Wearables and Gamification for Personal Health Management

The Serenity Prayer

God, grant me the serenity to accept the things I cannot change;

the courage to change the things I can;

and the wisdom to know the difference

Page 51: Wearables and Gamification for Personal Health Management

Food for Thought

“O wad some Power the giftie gi’e us to see ourselves as others see us”

Robert Burns

“To travel hopefully is a better thing than to arrive”

Robert Louis Stevenson

“Man is free but everywhere in chains”

Jean-Jacques Rousseau

Page 52: Wearables and Gamification for Personal Health Management

Final Reflections on the Human Condition

“God is dead”Friedrich Nietzsche (1882)

“Friedrich Nietzsche is dead”God (1900)

Page 53: Wearables and Gamification for Personal Health Management

Final Reflections on the Human Condition

“I used to be a Scottish International until I discovered Smirnoff”

Billy Bremner (1975)

Page 54: Wearables and Gamification for Personal Health Management

Thanks – Any Questions

This Photo by Unknown Author is licensed under CC

BY-NC-ND

Page 55: Wearables and Gamification for Personal Health Management

Wearables & Gamification for Health & Well-Being

My JourneyDavid Wortley 360in360IX

www.360in360ix.co.uk