• Gamification of self-care by Type 2 Diabetic patients

Choi, Christina ORCID: https://orcid.org/0000-0003-4595-840X and Wilson, Wendell, 2023, Book Section, Gamification of self-care by Type 2 Diabetic patients In: Stephanidis, Constantine, Antona, Margherita, Ntoa, Stavroula and Salvendy, Gavriel, (eds.) HCI International 2023 Posters. HCII 2023. Communications in Computer and Information Science. Springer, pp. 41-44. ISBN 978-3-031-35992-7

Abstract or Description:

The project addressed by this paper was undertaken by graduate students in a healthcare-related design studio course within the MID program in the School of Industrial Design at the Georgia Institute of Technology.

After being briefed on the problem, students began with background research intended to help identify and understand the needs of various users, existing solu-tions, the use environment, as well as specific developmental requirements. In re-searching this problem further, the team that is the focus of this paper narrowed their attention from general medication adherence to the specific issue of medica-tion adherence in Type 2 Diabetic patients. The team wished to address this pop-ulation segment after discovering that the required adjustments to lifestyle & med-ication adherence are particularly problematic and challenging to the newly diag-nosed.

This paper details the process of how this team leveraged “gamification” of the self-care process to ease the process of updating diet, medication and lifestyle habits. The design encouraged the patient to care for a virtual pet which moved the focus away from oneself and towards the virtual companion. By caring for this virtual pet, the patient could improve his/her self-care, presumably resulting in improved exercise, diet & medication adherence.

This “gamification” contrasted with more traditional conceptual solutions pro-posed by other teams that included improved medication organizers, medication dispensers, and reminder Apps. The lifestyle adjustments required by a Type 2 Diabetes diagnosis are largely a psychological and emotional challenge; address-ing these problems through providing care for a virtual companion was a novel approach.

Official URL: https://link.springer.com/chapter/10.1007/978-3-03...
Subjects: Creative Arts and Design > W200 Design studies > W240 Industrial/Product Design
Creative Arts and Design > W200 Design studies > W280 Interactive and Electronic Design
School or Centre: School of Design
Identification Number or DOI: https://doi.org/10.1007/978-3-031-35992-7_6
Date Deposited: 23 Jun 2023 12:56
Last Modified: 21 Jul 2023 10:54
URI: https://researchonline.rca.ac.uk/id/eprint/5427
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