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Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

Presenter: Shauna Gammon, Lead Product Designer, Ayogo Health Inc. Gamification is NOT about points and badges and leaderboards. Putting points and badges on top of systems that were not designed to be game-like is like welding wheels on a bicycle. It looks from a distance like it will work, but the results are guaranteed to disappoint. Shauna will walk you through the fundamentals of game psychology, so you can utilize these crucial building blocks in your own patient engagement projects. Ayogo is a recognized global leader in the application of game psychology and social patterning effects to the design healthcare applications. Their Empower framework has improved health and financial outcomes for healthcare organizations around the world.

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Ayogo Health, Inc. - Everything You Know About Gamification is Wrong

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  1. Ayogo Health Inc. Everything You Know About Gamification Is Wrong

  2. Ayogo is on a mission to transform the healthcare industry by helping patients incorporate their care plans into their lives.

  3. We’re changing the healthcare experience forever, improving health and financial outcomes for our customers, through the science of engagement. Top Three mHealth Campaigns Top Ten mHealth Entrepreneurs Global 100: Most Innovative mHealth Companies “…game-changing innovation…”

  4. Team Michael Fergusson CEO & Co-founder Paul Prescod CTO & Co-founder Shauna Gammon, BSc, BCS, MSc Lead Product Designer Mavis Dixon, BA Manager - Projects & Engagement Ricard Adrianza, BSc Art Director Patrick Moody-Grigsby, BA Creative Director Dan Loach, PhD UX Designer Adam Vernon, MA Software Developer Ian Suda, BSc Lead Software Developer

  5. The Problem Patients are given the tools they need to manage their health and reach their stated personal goals. They do not use them.

  6. Give patients tools like this to help them manage their health…

  7. …but they’ll ignore them and instead spend time with applications that look like this.

  8. Why? Why are patients drawn to useless distractions instead of towards applications that can literally save their lives?

  9. But there’s good news! Humans evolved games and playto overcome this propensity to distraction, so they could make longer- term investments in skills and knowledge.

  10. It Takes A Relationship Healthcare applications are typically designed to be precise, or fast or accurate, but they are rarely personal, emotionally satisfying, or beautiful… …which is precisely why they are not engaging.

  11. Engagement is not about efficiency, it’s about emotional involvement.

  12. Games offer us design patterns that have been proven successful in generating engagement over time.

  13. What Went Wrong? “ Let’s give people points when they do something good. Can we add leaderboards to make it more social? “ How about badges to acknowledge their accomplishments? “

  14. Baked In vs. Tacked On

  15. Gamification is not putting points, badges, or leaderboards on top of systems that are not designed for fun. http://upandhumming.com/ 2013/12/that-time-my- treadmill-almost-killed-me/

  16. Translate To Tech

  17. How Do We Bake It In?

  18. Designing For Engagement Agency: create meaningful choices that must be made

  19. Designing For Engagement Challenge: provide a real conflict that needs to be resolved or overcome

  20. Designing For Engagement Uncertainty: ensure outcomes are not pre-ordained

  21. Designing For Engagement Discoverability: let the rules be mastered during the course of play

  22. Designing For Engagement Outcomes: recognize outcomes beyond points and badges

  23. These are fundamental building blocks of Ayogo’s platform for behavior change. References: •  http://www.redkeybluekey.com/2011/09/8-principles-of-good-game-design.html •  Salen & Zimmerman, “Rules of Play”, MIT Press 2004

  24. A customizable framework that helps patients engage with their therapeutic program through gamification, social connectedness, and education.

  25. Picture It! Pilot Results – Bariatric Pre-Surgery In the standard program, health coaches observe many patients filling in paper logs moments before their weekly check-in class begins... With Picture It!, 60% of patients were highly engaged: on average they completed 3 of 5 care plan tasks each day, and lost 2.2 times the weight.

  26. An Alternative: Delightification ;)

  27. Thank You! Shauna Gammon| shauna@ayogo.com | @shaunagammon 1-888-680-9882 | ayogo.com

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