The Peach app helps parents easily track, manage, and take ownership of their family’s health data by bringing an accessible, user-friendly, patient-first platform straight to the patient’s mobile device.
Peach Health aims to address the lack of accessibility in health data management, especially for parents as caregivers. Today, health data is often inaccessible for various reasons: some families do not track their own data, some lose access to records by changing doctors due to travel or instability, while others lose physical documents because of moves or accidents. Parents should be able to track and visualize their children’s health and progress in an app that prioritizes privacy, security, and ease of use. By consolidating and organizing patient data, Peach eases healthcare management for families. Peach empowers parents to make more informed decisions about their children’s healthcare, as they will have immediate access and ownership of their data. By using Peach, parents can easily look up relevant immunizations, lab reports, concerns, sleep activity, eating habits, and growth trends that they have documented. This type of engagement will help streamline doctor office visits. Peach will become the source of truth in the patient’s control. The vision of Peach extends beyond parents tracking their children’s health data. Users will be able to keep their Peach profile with them throughout life.
Writers for The Economist, Harvard Business Review, and The New Yorker agree that helping patients manage their own health data is crucial and “the innovation healthcare really needs”. By enabling patients to become creators of their family’s health records, they can become active contributors to maintaining their electronic health records (EHR), improving its accuracy, relevance, and recency.
The demo website and clickable prototype will be used to kickstart Peach into the market. The demo website showcases and markets the app and will be used to gather user feedback as well as potential investor feedback. On the website, users can indicate interest in the app by signing up using the beta app sign up form. The clickable prototype is a demonstration of what the app itself looks like for the specific use case of a parent who has a 15 month old child. This prototype has been and will continue to be used for usability testing and validating Peach’s value proposition.
The core functionality of Peach allows users to easily separate tracking of daily and monthly tasks. For a parent of a 15 month old, daily tasks to track include naps, sleep, nursing, and diaper changes. Monthly, or intermittent, tasks to track include height and weight change, immunizations, important milestones, and concerns. In exploring these core features during usability testing, users outside the target group of parents vocalized the desire to be able to track their own health data using the Peach app, validating the need that an individual’s health data is currently inaccessible or poorly managed.
Peach’s unique value proposition is that the app itself grows and changes with the user. The features are time dependent, meaning the app focuses only on relevant tasks given the user’s current state. Unlike the Baby Tracker app, Peach features are dynamic and change as the child grows. Parents will clearly see which immunizations are relevant for specific ages. Once their child is of age, parents can easily transfer the ownership of their profile, ensuring that no data is lost. Peach is also different from the Apple Health app because the experience is tailored to the user data that is gathered during the onboarding experience. While Apple Health attempts to be an all-in-one solution with step, sleep, health record tracking features and more, Peach offers simplicity and focus.
A hypothesis that I will continue to test is how tracking daily activity will impact people’s willingness and diligence to track healthcare data. The hypothesis is that incorporating daily tracking into the app will gamify the experience, engaging users on a daily basis. This will get users into the habit of quantifying themselves and their family, which in turn will encourage them to track the “less exciting” healthcare items that are important for managing health. With access to data at this level of detail, the ultimate goal for Peach is to utilize machine learning to predict when a patient might need a specific type of treatment. Peach can then become the ultimate health chaperone.
Tags:#quantifiedSelf#accessibleHealthcare#dataOwnership
Sara Bruszt | Fizz: AR drinking app
Fizz is an augmented reality experience designed for bars.
Fizz is an augmented reality application designed for bars with the goal of providing an entertaining experience thereby increasing revenues. The participating bar will offer a “surprise cocktail” meaning a cocktail with unknown ingredients to the guests. The guest orders the surprise cocktail and upon receiving it launches the mobile application on their mobile device. The instruction, “Scan the coaster to find ingredients”, pops up on the screen. The user scans the coaster, with their mobile phone for information about the surprise cocktail.
The coaster provided is specifically designed for Fizz and uniquely is placed on top of the glass containing the cocktail prompting that the user should scan it before tasting the drink. Upon scanning the coaster, information regarding the surprise ingredients pops up on the mobile phone’s screen. This information is presented in the form of 3D models representing the ingredients such as mixers, fruits, type of alcohol or other garnishments. In the case of the demo, these are “orange slice”, “baiju”, “mint leaves” and “pomegranate juice” and the name of the drink it “Shanghai Twist” also shows up in form of 3D text that has a matching font and color with the coaster scanned. These augmented reality objects are all clickable and upon tapping on the the user reads their names that pop up on the user interface. The bar staff adds information regarding the surprise drink every day so that these names and ingredients are completely customizable.
Fizz caters to young adult bar-goers. This target audience enjoys using technology and is interested in combining technology with every activity in their lives. In addition, they are as well interested in combining the act of going out with new technology. Today bars already incorporate technology in their design, such as lights, music, screens, etc, and there are already several drinking and “going out” mobile applications that people use to find bars, read the ratings of them, get discounts, collect points, etc. Several other hospitality institutions incorporate augmented reality technology as well. For example, the fast-food chain McDonald’s uses augmented reality for marketing purposes. However, augmented reality is not yet used in cocktail bars.
Fizz is based on the idea of experience marketing theory, which means that people are not only interested in the final product of purchase but also in other elements of the process of purchase. Especially millennials, who are more likely to spend on on experience than products. They go to a bar to experience it instead of consuming the same drink at home with friends. As this generation especially enjoys technology and always has their devices in hand, Fizz will attract more people to the participating bars.
With engaging 3D models and pop-up interface, Fizz will add a surprise element into the drinking process. Given the fact that the guest of bars already have mobile phones in hand implementing the technology will be fast and easy for the bars. The current version of Fizz is a demonstration of the concept and shows the idea well and so that it can be pitched to bars.
Tags:#experiencemarketing#augmentedreality#mobile
Callum David Amor | China’s Electronic Gold Rush: A Guide to the Electronic Music Industry
A short guide to understanding the electronic music industry in China that is targeted towards helping artists, agents, managers, and other industry people living across the world maximize their potential value and develop a comprehensive understanding of the market.
This unique project is aimed at delivering real world value instantaneously by becoming one of the only available resource for electronic artists, agents, manager, labels, and other industry people outside of China to use whenever they want to have a more comprehensive, reputable, and unbiased overview of the electronic industry in China. This project was inspired by the lack of resources available to people wanting to enter the Chinese market and intends to provide resources and knowledge to them in an effort promote oneself as a tool for their market entry.
While music is a universal language that everyone can understand, a common misconception is that electronic markets across the globe are similar when, in fact, the evidence repeatedly shows the electronic market in China differs extensively when compared to the rest of the world. Thus, if one does not understand the full complexities of the market as highlighted in my project, one could be losing significant revenue and value in the market.
The project address this lack of knowledge by providing a universally accessible website that focuses on four key areas: people in the industry, companies operating in China, featured articles, and myself.
People in the industry hosts information on various CEOs, managers, artists, and other industry people that are leading the way in China. Each person has a tailored interview that asks them about their industry expertise, what misconceptions people have, industry trends, and how they are preparing for the future. In doing so, readers can absorb not just information about major players and who they are, but also trends and lessons.
The Companies operating in China page offers 3 key parts. An about the company section, a personal analysis, and the bottom line. These 3 parts help shape a better understanding for users so they can develop a scope of what companies are doing what in China and who best to reach out to for certain things.
Featured articles is another important aspect of the website as it offers in-depth, real time, and insider information on my personal take of the electronic industry, as well as detailed guides on how to perform certain activities such registering your artists’ account on one of the major streaming services, how WeChat subscriptions accounts work, what Weibo is, and variety of other topics.
Lastly, the website also drives myself as a resource for the artists, managers, and agents to reach out to and ask questions through the About me page. This should not only generate a relationship between myself and them, but also build new avenues of business and revenue for myself. This is the primary purpose of the website the best way to form a relationship and further develop one is to constantly create value at no cost
Cumulatively, this project, a first of its kind, delivers immediate value to its target audience and serves a much more extensive purpose than just an academic project. While the success of the project will only be seen in the coming months when looking at how widely used the site is, it is already evident that there is real value being created through the information displayed that one could only gather if in contact with the right people in China.
Tags:#ElectronicMusic#MusicInChina#ELI5
Jingyi Wang | Virtual Parenting: Chinese families in speculative future
This is a screen-based experience through the perspective of a child living alone in a space that is designed for Chinese families to raise children without their parents’ presence and physical companionship. This speculative design intends to lead to audiences’ reflection about the current parenting situation in China, it future impact on family/society, and the inefficiency of ‘Virtual Parenting’.
In today’s China, 61 million children live without their parents. This demographic makes up more than 20% of total Chinese children. They are called left-behind-children, whose one or both parents migrate to big cities, pursuing money and career, leaving them behind to be taken care of by grandparents.
This issue causes various problems for the children, including but not limited to mental disease, suicidal tendency, learning difficulties, crime, as well as antisocial personality. At a larger scope, the negative effect of “left-behind-children phenomenon” in China goes beyond the individual level. Socially, it leads to millions of broken families and one unsettled society.
Technically speaking, this phenomenon started when the first migrant worker came into being. However, it only became severer as the Chinese economy blooms from the 80s, influencing more than 3 generations (Gen Y, Gen Y, and Gen Alpha).
This issue is normalized. While to a certain extent, the migrant workers have no choice but to leave home and pursue better fortune, the toxicity of this situation is overlooked. Every day, more and more children are separated with parents, due to poor policy, economic inequality, peer pressure and comfort from other migrant families, as well as people’s reluctance to change.
As a left-behind-child myself, I feel the urge to speak up. As I see more people than I ever imagined are influenced by this situation, I want to start making a difference. This project is created for a broad audience, including those who can personally relate to this experience. For educators, policymakers, employers, social workers, entrepreneurs– for anyone who is economically and socially capable to make a small difference on this matter, this is the opportunity for a voice to be heard.
This project is inspired by the experience of a left-behind-child Tingting, yet it goes beyond one character’s reality to a projection of a speculative future, where facilities and spaces are designed to enable Chinese families to raise children without the parents’ physical presence and companionship. This dystopian 3D design explores the concept of “Virtual Parenting”, which outlines the state where parents only involve in children’s lives through telecommunication, and aims to ultimately prove the inefficiency of this concept.
The audience enters the space through the first person perspective of a girl Tingting, who grows up alone in the house and only communicates with her parents through telephone. The audience is taken through a normal day of Tingting’s life, during which she eats scheduled food, watches programmed television, forcedly plays with selected toys, and eventually, studies standardized ideology.
The media content and interior design inside this ideological house are carefully curated, to make a cultural connection with Chinese gen XYZ, to maintain intentional distance with the audience, to make a sarcastic comment on standardized education, and to create the mixed feeling of absurdness, captivity and isolation. During the process of ideation and media production, I struggled in making a linguistic choice, yet eventually convinced by the power of language, media context and collective memory. I am convinced that certain messages can only be delivered in the mother language of myself, my target audience, and the represented group.
Tags:#Dystopia#Speculative-Design#Alternative-Reality
Gabriela Naumnik | Trolley Problem in VR (TPVR): Behavior forecasting errors in VR
Trolley Problem in Virtual Reality (TPVR) aims to educate about decision-making processes, namely behavior forecasting errors which refer to well-documented human inability to correctly predict future behavior. It’s a VR simulation (NOT a game) based on the classical Trolley Problem dilemma and targets academics, VR enthusiasts and recruiters.
TPVR aims to address one of the critical issues in business psychology, namely behavior forecasting errors, by simulating a classical ethical dilemma in Virtual Reality – the Trolley Problem. Behavior forecasting errors refer to well-documented human inability to correctly predict future behavior. As demonstrated by behavioral ethics and business psychology research, people tend to assume that they would behave in a certain way in a given situation, but then, when faced with such case, they act in the exact opposite way. It is essential to understand that TPVR is neither a game nor any other form of entertainment – it is an educational experience. The overall goal of the project is to prompt users to reflect critically on their decision-making processes and behavior forecasting errors. This project neither aims to scare users nor judge the ethicality or correctness of their choices.
The Trolley Problem (TP) is one of the most well-known classical dilemmas which is widely discussed at universities around the world. The theoretical problem requires deciding whether to do nothing and kill five strangers with a speeding trolley or to turn to a track to run over one person instead of five. The dilemma is always very vague as it does not specify who are the people on the trails. Nevertheless, it is subject to significant deliberations during multiple marketing, management, ethics, politics, and psychology courses.
Simulating TP in VR has the potential to make users reflect on their behavior forecasting errors and decision-making processes. TPVR serves three distinct groups of users: academics, VR enthusiasts, and recruiters. The experience consists of three phases: discussion about the potential solution to the trolley problem, simulation of the trolley problem, and reflection on the decision making processes. Discussion and reflection phases are subject to minor modifications depending on the target-group to provide a more meaningful experience. Meanwhile, the simulation phase remains the same regardless of the target group. During the simulation, the user makes decisions by stating them aloud. The oral navigation is an unexpected discovery resulting from lack of conclusive user testing suggestions as to the best navigation method. Such findings led to further research demonstrating that verbal navigation helped the users self-reflect more and raises the stakes, and thus is the most appropriate method of navigation for this project. In contrast to phase one, which asks a user for the answer to the abstract dilemma, phase two provides an immersive experience with a twist, including placing a child on one of the tracks which is not mentioned by the original trolley problem and thus, raises the stakes even more.
The academics group can use TPVR to verify their assumptions and engage in more thought-provoking discussions and, depending on the course during which such discussions take place, lead to the deepening of their knowledge in fields ranging from business to ethics. The VR enthusiasts segment include intellectually-curious individuals who want to gain more self-awareness, and TPVR could not only help them understand their thought processes better but also could inspire them to encourage others to self-reflect more. The recruiter group consists of those who are looking to evaluate prospective job candidates towards failure and not-compliance based on the way they behave during phase three. In contrast to the first two groups, the way the latter group would put TPVR to use could differ depending on individual requirements. Nevertheless, rapid emergence and adoption of similar VR projects in recruiting suggest that TPVR has the potential to provide companies with a useful tool for assessing candidates’ attitudes and reasoning.
Tags:#trolley_problem#forecasting_errors#virtual_reality