Winner: Mirror Me


Motivatiemechanisme voor lichaamsverandering winnaar Ideas Waiting To Happen
Mirror Me is de grote winnaar geworden van de tweede serie van Ideas Waiting To Happen. In de finale, die plaatsvond tijdens Innovation Day op 31 oktober, werden in MediaPlaza Utrecht de meest innovatieve ideeën gepitcht. Mirror Me sleepte hiermee een geldprijs van €5.000,- in de wacht.

Mirror Me biedt ondersteuning in het vaak lastige traject van lichaamsverandering, zoals afvallen. Dit motivatiemechanisme gaat slimmer, effectiever en efficiënter om met de middelen die er al zijn. Hoe werkt het? Via een 3d-camera wordt je interactieve spiegelbeeld op een scherm getoond. Dit laat je alvast het beoogde resultaat zien en vertelt je wat je moet doen om dit beeld te bereiken.

Waarde in real life
Leonie Baauw en Priscilla Haring, de bedenkers van Mirror Me, zijn trots op hun eerste prijs: “Hiermee kunnen we echt iets doen voor de samenleving!” Chill hug sleepte de tweede prijs (€3000) in de wacht. Met deze inventie kunnen o.a. autisten een ‘gesimuleerde omhelzing’ krijgen door druk op de schouders te geven. Uit onderzoek blijkt dat druk op het lijf kalmerend kan werken, maar niet noodzakelijkerwijs van menselijke hand afkomstig hoeft te zijn. De derde prijs (€750,-) ging naar MoodReports.com. Dit quantified self concept helpt schildklierpatiënten bij het meten en verwerken van gegevens over hun symptomen en gemoedstoestand en geeft de mogelijkheid dit online te delen met lotgenoten en medische experts.

De jury, voorgezeten door Huub Vroomen, director Innovation & Development bij Philips Consumer Lifestyle, beoordeelde de ideeën op criteria als marktpotentieel, haalbaarheid en het daadwerkelijk kunnen toevoegen van waarde aan real life. Op advies van de jury gaat Mirror Me in de komende periode dan ook op zoek naar partners om het idee op de markt te brengen.

Underground gevoel
Ideas Waiting To Happen (IWTH) ontstond begin 2012 in Utrecht en verbindt de werelden van technische wetenschap en design met elkaar. Op een laagdrempelige manier worden teams gevormd en nieuwe, creatieve toepassingen gevonden voor technische ontwikkelingen als nano, augmented reality en quantified self. Zo ontmoetten de bedenkers van Mirror Me elkaar tijdens een bijeenkomst van IWTH. Inmiddels hebben diverse bedrijven en steden interesse betoond in het concept.

Zelf meedoen?
Ook meedoen aan IWTH? Professionals en bedrijven zijn welkom. Meer informatie via www.ideaswaitingtohappen.com

Persbericht van www.taskforceinnovatie.nl

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Recipe for Serious Gaming (in health care)

Dr. Alma Schaafsel at the Games in Healthcare: hype or hope? the conference said that successful development requires good connections with people with expertise in their fields. This is precisely what most projects lack: open collaboration between the right experts. Many healthcare experts from urgent care Auburndale are inspired to start a caring, serious healthcare project with the best of intentions. However, nothing good will ever come of it until these two (the need and the application) work together. However, having a grasp of the technology that will meet the need does not make a success.

Ingredients for serious gaming:
 One health care expert
 A researcher from an applied psychological field
 One or more ICT geniuses with at least one know-it-all
 A media psychologist
 A game expert
 All users
 An interpreter

The health care expert from http://www.norm-uk.org/ site starts the whole process and/or offers insight into the need that is to be fulfilled as well as the issues and daily practice of health care. This expert is the shining beacon of this project and yet he is merely a starting point. When we research the need, we attempt to move beyond what might seem into the realm of what is. Is the friction we experience the same that is causing the heat? Who feels this need and when do they feel it most? What will be the result of fulfilling the need? Only after you have minutely charted the actual need can there be effective development and measurement. Do not skimp on this part of the process but hire a trained professional; an academic with experience in this kind of research (and no, market research or having done some interviews is not the same!).

ICT development has its own problems such as different platforms that can’t or won’t communicate. Hardware and software limitations, several programming languages, calculations that take too long for interfacing to run smoothly and general ‘bugs’ that seem to pop up from out of nowhere. To be able to deal with all this successfully you need ICT experts that are fluent in the language and developing environment they are working in as well as all the other environments your game will encounter and handle this creatively. You need someone who can see above and beyond the current project, someone omnipotent. Every project needs a know-it-all like that.

Next we encounter the space surrounding the playful interaction we are developing. The physical, psychological and emotional processes that all users must go through in order to be at play. My most beloved frustration is that these processes are often overlooked or ignored whilst developing any mediated application. You then run the risk of developing a perfectly fitting key to a well-researched lock that somehow nobody uses to open the door. This might be because the key turns in the opposite direction than what people are used to. Or because the turning motion of the key is too heavy. It could also be because the lock is in the wrong place. Or because users have no idea what is behind door number three and it really isn’t interesting to go around randomly turning keys. All these situations can be prevented by inviting a media psychologist at the stage of research and first development and heed his/her council.

Since the objective is to develop a game you will need someone well familiar with game-mechanics. If you want to use the power of gaming, make sure you are actually developing a game. This seems stupidly obvious but you might be surprised (I no longer am) how often the point is missed. Adding a high-score does not a game make. To be called a game, a number of criteria must be met and preferably this meeting should be done with some creativity while never losing contact with the need at the centre. This is hard.

Properly done research is always important but even more so when developing anything in the field of health care. Your game will be interacting with people in a vulnerable position and must be backed by the people in the white coats that run this field. When you wish to recruit the average white coat to use his/her authority to back your game you had better bring some persuasive arguments backed by numbers. These numbers should show two things
1) No adverse effects
2) Clear and present positive effects.
You can also present these numbers at the several accounting departments who will transfer your positively humane numbers into the bottom-line of economic result. Whilst we still view health care as something that should not be individually paid but a socially shared burden (come on America), the funding for your project will be coming from large institutions such as insurance companies, ministries, European organisations or health care centres. These organisations cannot work with good intentions and great ideas. They can work with the results of scientific research. Here we find the same researcher that we needed at the start of the recipe.

Throughout the entire process another expert is needed. The one who can clarify the need we are trying to fulfil, the one who will find the flaws in the system for you and the one being researched; The user. By which I mean ALL USERS. All the people (and other systems) that will be interacting with the wonder you are developing are very important at every stage of development. Get them and keep them involved. On-going user testing is the only way to effective development.
Interpretation is needed. The people you have gathered around your game may well be the pinnacle of knowledge in their field; usually they are blissfully unaware of the goings on in all the other fields involved. To prevent Babylonian delays in your project please add someone who knows something about everything and speaks all the languages. If suitable, this person should be your chef and run the kitchen.

Add all expertise’s into the mix and stir. Get yourself some decent cooking utensils. The experts involved are not necessarily separated into individuals. One person can be a pre-mix of several experts. For example, I am a three-in-one mixture: the researcher, the media psychologist and the interpreter. Feel free to use these pre-mixed people; they will only enhance the flavour. There are several cooking methods that can be used. I prefer Scrumming it. Share and enjoy!

Please read this inspiring blog on taking the advice of experts in making Serious Gaming by Pamela Kato

This is a translation ofan earlier blog of mine

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Patatcultuur

Van de week was ik met twee vrouwelijke kameraden in een snackbar om wat te nassen. De langste dame uit ons gezelschap moest zich even verexcuseren en gaf mij de verantwoording over het bestellen van een frikandel speciaal en een patatje oorlog.

Eenvoudige opdrachten monden dikwijls uit in diepe verwarring en filosofische discussie. Bij mij wel.

Na het aflopen van de rij en een korte interactie op gebiedende wijs was daar het moment wat ik niet had zien aankomen; “Speciaal met curry of ketchup?”. Uiterste verbazing aan mijn kant, tandwielen die frictieloos tot stilstand kwamen in mijn hoofd en een vlakke uitdrukking op mijn gezicht die weerspiegeld werd door het serverend personeel.

Waarom was dit een vraag? Speciaal was toch de uitdrukking voor gelijke delen mayonnaise/ketchup onder een berg uitjes. Lang vervlogen smaken van grote patatten gehuld in een roze, brokkige gelei prikkelde aan mijn binnenkant. Alle speciale frieten die ik ooit genuttigd had passeerden in sneltreinvaart de revu. Allemaal met ketchup. Maar ik ben dan ook geen voorstander van curry. Iets anders begon aan de zijkant te knagen. Had curry zich in de afgelopen jaren de snackbar ingewerkt? Wellicht had het iets te maken met de invloed van die volhoudende Duitsers en hun curryworst. Mijn zusje was ook al zo’n curry-fan. Wat zou mijn vriendin zijn; een curry-liefhebster of een speciaal-purist? Vijftig procent kans op het juiste antwoord en vijftig procent kans op een vieze frikandel.

Toegegven, meestal ben ik de afwijking. “Curry”.

“Oorlog met of zonder ui?”. Neeeee! Gekker moet het toch niet worden. Is geen enkele afspraak meer heilig? Hoezo zonder ui? Zonder ui geen oorlog. Ik zie een zachtmoedige Brabander voor me die “Een patatje pinda met mayo zonder brokstukken graag” besteld, waarschijnlijk op woensdag. Niets van dit alles; OORLOG WIL IK. Geen laffe halverwege poging tot smaakstimulatie maar zoveel mogelijke scherpe tegenstellingen en texturisatie in een wit, plastic wegwerpbakje. Mijn vriendin is nog steeds niet teruggekeerd dus knopen moeten gehakt worden. “Met ui”. De curry is haar gegund en vergeven maar ze heeft meer dan genoeg ballen voor de ui.

Zelfs de meest simpele taal- en handelingsafspraken zijn in flux. Tijdens mijn levensspanne, en zo oud ben ik nu ook weer niet, is wat wij ‘speciaal’ en ‘oorlog’ vinden van inhoud veranderd. Maar niet vast veranderd. De ene inhoud is niet vervangen door een andere inhoud maar door een optie. Want we weten niet meer wat we willen. We durven elkaar niet meer met zekerheid tegemoet te treden. Wij willen onze eigen keuzes kunnen maken, zelfs binnen een reeds gemaakte keuze. Niets is meer vaststaand.

Want wat is nog ‘speciaal’ en wanneer is het ‘oorlog’?

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The gaming in software development (part 2)

Taking in trial and error as part of the process instead of avoiding it like the bubonic plague is part of creative success.
One of the most magical elements of a game-frame is that we constantly try and fail until we get it, without being demotivated. In real life we are reluctant to stick our necks out into new territory and if we do, we do so cautiously and are easily dissuaded. In real life we convince ourselves and each other that obstacles are mountains to be feared and can only be scaled by a talented few. Many mouths tell us that what we have is preferred to what we might get. Should you try anyway and fail, this is viewed as feedback that YOU are incapable. Most failures arrive into our inner sanctums as a big fat ‘I told you so’.

But not with gaming. Here we are more confident that we are able to do this and that if we are not able at this particular point in time (because we obviously failed), we are confident that we will learn. In gaming, we try again. What makes gaming so different in this respect?

First of all, the cultural notion is the opposite. Instead of an inbred feeling of ‘things are hard’, ‘experts are there for a reason’ and ‘successful people are different from me’ there is a notion of belligerent ease. It’s a game, of course you can play a game; everyone can!

Second and possibly more important, a game is designed in manageable chunks;
it has levels. Gaming gets harder in small steps. Before each time it is about to get harder the game will tell you that so far you are doing fine. Once you have been through a gaming iteration once or twice (try, fail, frustrate, learn, try, achieve, feedback) you grow confident that you will overcome any new failures as well. Whatever this game is going to throw at you, you will be able to catch, even when you miss the first few balls. You learn to fail and live to fail again connecting all these failures into a big win.

We see the levels from the game in the block structure of agile development, or sprints. Huge problems are cut into bitesized particles, a size we feel we can manage. This quality is especially important when the end-product is unclear because ‘it’ has never been made before. By breaking the process into smaller pieces and only focusing on the next (big) step you ditch the daunting ‘win or lose everything’ emotion that can cloud development projects. One failed iteration is not going to kill the planet. You have also just added tremendous flexibility to the whole process. Within the blocks the feedback cycle is short, the horizon never that far away. Like playing levels in a game, every new cycle feels like something you can do.

Agile software development also changes one cultural notion in the way teams are formed, blocking one common built-in escape that people create in the space between in- and out group. When you leave everyone in their respective field or department (as little islands in a huge green sea) in- and out-group effects occur. One of the effects is that we push the possibility of failure onto the out-group (other field or department) over which the in-group holds no influence what-so-ever. If, or when, the project fails it will be because ‘the testing department has always been a mess’ or another favourite ‘management has cut it down to all the useless options’. In any case there is a ‘them’ that will ensure failure. So why bother? Run back to attend the judging festival and make sure that your part of the project is exactly up to specifications in preparation of the blame-game that will follow the unavoidable failure of the project you are working on. Exit any between-team-spirit and creativity.
Taking people out of their usual in-group and (tries to) makes sure that everyone that should hold influence over what is being made is present. No forwarded expectancy of failure. No escape. Instead you have everyone and everything you need to do what must be done. The in-group is your entire development team. If your expectancy does not shift to achievement, the team is incomplete or you may need to start looking for a different job. Changing the in and out group perception changes the expectancy of the outcome.

The gaming in software development (part 1)

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The gaming in software development (part 1)

Yes, yes, yes: Gamification! The term sparks this Tell-Sell voice in my head “Oh my God, this is just A-M-A-Z-I-N-G. Look, I can do what I have to do and have FUN while doing it. Such an amazing discovery. Your work will never be the same.” All delivered in pastel colours by suntanned people. True, this is powerful stuff. It is absolutely amazing but not all that new.

What are we talking about when we worship gamification?
Mostly, we are talking about a perspective change. A shift from doing something you do not want to do into something you do want to do, without having to change what you are actually doing.

The extrinsic reward system we have built our lives on creates postponed certainty and fulfilment; your actions may lead to money/status/physical comfort but the existence of these rewards is only certain in the moment they are given. Before and beyond this moment, these rewards are mere concepts. The physical manifestation (your experience of them) remains uncertain until they become. After they have become, they quickly vanish into your past. The world giveth and the world taketh away. So you hop from (mostly material) reward to reward, connecting the dots and building a life.
The very attractive perspective shift in gamification is to move your attention from the fixed-point-yet-uncertain-reward back to the process you are in. Back from what ‘may be’ to what you are actually experiencing, and making this experience more interesting. You reel in your postponed reward structure and fish out a desired experience. Instead of waiting for a future reward that may never be, the reward of any action starts in the process of the action itself.

If the manifestation of desired rewards depend solely on the results of our actions, these results better be good. We put a lot of stress on ourselves and others (and the planet) to manage the outcome of results before they even exist. We want to make sure that our results will be judged as desirable results and lead to the extrinsic rewards we set out to claim in the first place.
This kills creativity.
In order to make as sure as possible that we achieve what we want we look at who will be judging us, and preferably by what standards they will be doing so, and we try to fit in. Now, please take a moment and try to make friends between the words ‘judge’, ‘standard’, ‘fit’ and the concept of ‘creativity’. The more we try to make certain the results of our processes will be judged favourably, the less creative they must become for they cannot deviate from the norm used by those doing the judging.

Of course there is creativity and there are lots of brilliant and creative people. If you go and ask them you will find that they are more interested in the process than in the results. They need to write, to paint, to solve the puzzle, to build the thing, to go out and sing and dance. In short, they wish to create. The need is not to ‘have written’. The results of their actions are important but creators are most happy while in the process of creating (we all are but we tend to forget).

This shift of focus from result to process clears the way for more creative thinking, for oodles of positive emotions, for a more enjoyable experience of the actions you are performing and ultimately (usually) lead to a better result. Especially in such areas where there is no standard or the standard is irrelevant.
Software development is such an area and –low and behold- the structures they thought up and use to guide development have gone from rigid top-down ‘follow the marked X’s all the way down to the desired results’ to a development style that focuses much more on the process of creating than setting yourself up for judgement.
Crack-developers that should be hired to head such a process are the ones that say
“I think I understand your questions and I have some ideas that may lead to a solution. Let’s start working on this.”

The gaming in software development (part 2)

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Dinsdags – OBA

Blog gepubliceerd in de Texelse Courant (http://www.texelsecourant.nl) op 11 juli 2012

Vandaag zit ik met twee vriendinnen, elk achter onze eigen laptop, in de OBA.
De Openbare Bibliotheek Amsterdam is een van de weinige moderne gebouwen in Amsterdam die ik mooi vind. De badkuip die het nieuwe Stedelijk Museum moet voorstellen en het nieuwe Eye aan het Ij zijn niet aan mij besteed.

Elke bibliotheek heeft bij mij al een streepje voor want ze staan vol met boeken, cd’s, dvd’s en andersoortige informatiedragers. Bibliotheken zijn gebouwen volgestampt met kennis en toegankelijk voor iedereen. Deze bibliotheek staat als een nog-te-verschepen betonnen blokkendoos op een van de doks naast Amsterdam Centraal Station. Binnen wordt alle kennis vastgehouden in veel ongebroken wit en hoge verlichting.

Het is ook niet de buitenkant maar de binnenkant van dit gebouw waar ik voor val. Op de een of andere manier hebben ze hier open en overzichtelijke ruimtes en intieme afzonderingen op dezelfde vloer weten neer te zetten. Achteraf staan er bolletjes individuele werkplaatsen; een soort kunststof cocoonen waar je genoeg ruimte in hebt voor jezelf, een laptop en een open boek. Niet genoeg ruimte voor drie personen dus zitten we samen aan een van de witte groepstafels.

Ik werk aan de zelfbeschrijving van de stichting Doe Het Niet Zelf en de dames naast mij werken aan hun respectievelijke theses. In onze lunchpauze wandelen we via de Starbucks naar de pontjes achter het Centraal Station en knabbelen/babbelen terwijl de drie kleine scheepjes voor ons maar mensen blijven uitbraken en inslikken.

Vlak voordat iedereen zijn kantoor voor de verlaat, fiets ik over de grachten weer naar huis.
Niet slecht voor een werkdag.

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