the future well
“There are about 80 million millenials and 45 million Generation Xers in the United States. That means 125 million people– more than a third of our population– were born after 1965. How is the healthcare industry embracing and speaking the language of 125 million people in America? They’re not.
That’s got to change.
The future of healthcare will hinge on an enormous wave of today’s young people needing more and more health services and products. Are you forming a relationship with young people today that will form lifelong customers? Will they trust healthcare or doubt it can meet their needs? Are you speaking their language? Are you leveraging the tools they use every day to simplify the other areas of their lives? Are your services as easy as buying a book on Amazon or as accessible as Facebook?”
We’ve started The Future Well because we realize today’s leaders need help reaching the younger generation. We’re experts in how younger generations view and experience health. I was born in 1976 and had my first computer in 1982. We are this new generation.
Change is inevitable. As health leaders, we need to be ahead of the curve and speak a new language to reach the younger population. There’s a huge market you’re ignoring. And they’re the future. Embrace them now and they’ll love you forever.
-born after he got his first computer, but I love that statement!
(Siting it in the nightmare of a report I’m writing.)
5 Reason Facebook Behavior Change Apps Aren’t Working
1. Overemphasizing Motivation
According to the Fogg Behavior Model, three elements must converge at the same moment for a behavior change to occur: Motivation, Ability and Trigger. Dr. Fogg has pointed out that a common mistake is to overemphasize motivation, with little regard to the user’s ability to perform the ability, or arranging triggers for the desired behavior. I found this to be commonly true in the behavior change Facebook apps as well.
2. Ignoring Ability
If you’ve provided someone with incredible motivation to do something, but they can’t figure out HOW to do it, you’re essentially throwing them against a brick wall of disappointment and frustration. Behavior Change apps typically take on very difficult behaviors without adequately helping the user become ABLE to perform the desired outcome easily. Solutions include providing instruction through the app, guiding users to keep researching strategies outside the app, or developing apps targeting very focused behavior changes where ability can be more readily fostered.
3. Ignoring Triggers
If you are strongly motivated to do something, and have the ability to do it, you can still find weeks and months slip by without actually doing it. According to the Fogg Behavior Model, you also need effective triggers that remind you to do the behavior when you CAN actually do it. Facebook apps actually do frequently use triggers, just not effective ones for challenging behavior changes. They may send email reminders or take advantage of communication channels within Facebook itself (app news, counters, messages, stream posts). However these triggers rarely happen at a time when the user can actually DO the new behavior. To really be successful, apps need to help users set up triggers at the right time. For example, users might configure apps to send Facebook text messages during a user’s lunch break reminding them to eat something fresh. Or an app might offer a motivational printout to post on the mirror reminding the user to exercise first thing in the morning.
4. Ignoring Facebook Design Patterns
Facebook (and Social networks in general) are unique design environments and they’re changing all the time. It’s very hard to predict what interactive design strategies will work without trying them out. Too many apps strike out on their own with brand new interaction patterns, or patterns that work in other environments, like traditional websites or software. They are then surprised and disappointed that their app does not engage users. It’s very important to begin by modeling (if not outright imitating) existing Facebook interaction models, and then systematically testing new directions.
5. Ignoring Facebook Viral Best Practices
Apps that have seen rapid viral growth are aggressively using viral design patterns, creating a tight viral loop that all users enter as soon as they engage the app. Casually leveraging viral channels will achieve very limited growth no matter how powerful the behavior change features are. It’s necessary to study the best strategies, track metrics and continuously hone the efficiency of the viral loop for an app to grow large through virality.
from goaltribe.com
-thanks m.
what you find changes who you are
The internet has changed how we interact with each other with services and with products. It has changed our expectations of how things work, and let us work and it has changed how we consume and create.
-Dr. Jay Parkinson (/future well) talks about this in a resent blogpost:
…. It’s like TV but I’m the producer, the writer, and the director. I can connect to a ton of people. They can respond to me. We can engage in conversation with strangers. It’s a fascinating new world.
And I’m still sitting on my butt doing all of this, except when I’m out in the neighborhood trying to find the best way to walk from Park Slope to Williamsburg on my iPhone. Or maybe announcing to my Foursquare friends that I’m at the gym.
“We still have our everyday behaviors, eat food, go to work, drive or walk home, stare at glowing rectangles, and sleep. For the most part, most of us have a few behaviors that aren’t that great for us:
Some of us smoke. Others of us eat twice as much as we should and gain too much weight. Some of us need to be more active. Some of us just need to look at the positive things in life instead of obsessing over the negatives.
In the end, this all boils down to a few everyday decisions that we each need to change. And these small decisions that make such a huge difference will only change by making up our minds to change and then having the courage and discipline to stick with new behaviors that are better for us. A web app may serve as a crutch at this stage…but maybe not. What are the motivations to change? Strangers via social networks? Or our children who want us to be around when they have children? Or our desire to simply pursue everyday happiness on our own?
Technology may be one component of change. And social networking and the internet are being treated as the panaceas of our time. But in reality, it’s still good old-fashioned human willpower to truly change our simple everyday behaviors for the better.”
Still, the information you find change what you think, which in turn affects the choices we make. (meaning from attitude to behavior.) -So.. a couple of crutches can help you walk in the beginning, until its changed the way you think.
LARP?
By Erik Fatland, one of the activists behind laivfabrikken (the larp factory), a project for high-quality low-threshold larp in Oslo.
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“Role-playing is play – improvised drama – done for the benefit of the participant/actor rather than an audience. There are many kinds of role-playing – educational, therapeutic, sexual, tabletop, online, freeform, pervasive – and many different contexts where role-playing is performed. Role-playing is “play” both in the sense that Hamlet is “a play” and in the sense that children play. Anyone who has ever played together as kids understand the basic mechanisms of role-playing. Anyone who has only role-played as a kid is also in for a couple of surprises when encountering adults role-playing.
In most places, larp, or live role-playing, started out as an offshoot of tabletop role-playing games (RPGs), a kind of role-playing where the players sit down and verbally describe what their characters do, usually aided by dice, rules and a judge/storyteller called the “gamesmaster”. The liveness of larp comes from players standing up and doing rather than describing, making it look more like drama and theatre and less like storytelling or board-gaming.
There are many, many kinds of larp, and many different local traditions. But in general “larps” can involve a theoretically infinite amount of players (the biggest larps these days count around 5000), there being no need for all players to know what the others are doing, and involves the players’ whole body in performing the character. These two qualities combined set it apart from tabletop role-playing, and from most kinds of “freeform role-playing”.
Larp, tabletop and the freeforms are in turn set apart from therapeutic and educational role-playing in that they are not performed for the sake of learning about something – be it yourself, or the United Nations – but rather for their own sake. In the same way that fiction is read for the sake of enjoying fiction, while prose is usually read for the sake of obtaining facts. Learning can of course be a benefit of both fiction and larping, but it’s not the reason we undertake those activities.
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For years, people have been playing different kinds of games that occur in public spaces, that mix play with reality and players with unwitting civilians, that can invade your life at any time and any place. Some of these should be familiar to role-players: games such as “Killer”, where you murder your friends with bananas, or the “city larp”, played on the streets, in the cafes, amongst non-larpers. Others, such as “Alternate Reality Games” (ARGs) or location-aware mobile games, have their origins in business and marketing. Yet others, such as zombie walks or flash mobs, seem to have exploded out of the creative stew of the Internet.”
His excellent blog can be found here : http://larpwright.efatland.com/
It is remarkable how much larping has in common with service design -designing roles/stories and universes! -Orcs, goblins, mystical orders, spies, asassins, or any kind of extraordinary characters, combat, violence, mystique, politics, or any kind of extraordinary drama aside, there is also semi-real games like Evoke, mentioned earlier. Blurring the lines with what is the “gaming you” and the “real you” you still get a tremendous boost in taking action you might not have done otherwise on your own. If anything it gives “living the label” a new meaning
Idea: Play & escape. What would the better version of you do?/ Chose the you you want to be.
inspiring about design and people
Great presentations by Black-belt Jones /Matt Jones of Dopplr and Berg.
the power of words
Aimee Mullins:
reading from the thesaurus: ”Disabled,” adjective: “crippled, helpless, useless, wrecked, stalled, maimed, wounded, mangled, lame, mutilated,rundown, worn-out, weakened, impotent, castrated, paralyzed, handicapped, senile, decrepit, laid-up, done-up, done-for, done-in cracked-up, counted-out; see also hurt, useless and weak. Antonyms, healthy, strong, capable.” I was reading this list out loud to a friend and at first was laughing, it was so ludicrous, but I just I’d just gotten past mangled, and my voice broke, and I had to stop and collect myselffrom the emotional shock and impact that the assault from these words unleashed.”
…”Implicit in this phrase of overcoming adversity, is the idea that success, or happiness, is about emerging on the other side of a challenging experience unscathed or unmarked by the experience, as if my successes in life have come about from an ability to sidestep or circumnavigate the presumed pitfalls of a life with prosthetics, or what other people perceive as my disability. But, in fact, we are changed. We are marked, of course, by a challenge, whether physically, emotionally or both. And I am going to suggest that this is a good thing. Adversity isn’t an obstacle that we need to get around in order to resume living our life. It’s part of our life. And I tend to think of it like my shadow. Sometimes I see a lot of it, sometimes there’s very little, but it’s always with me. And, certainly, I’m not trying to diminish the impact, the weight, of a person’s struggle.
There is adversity and challenge in life, and it’s all very real and relative to every single person, but the question isn’t whether or not you’re going to meet adversity, but how you’re going to meet it. So, our responsibility is not simply shielding those we care for from adversity, but preparing them to meet it well.”
“Perhaps the existing model of only looking at what is broken in you and how do we fix it, serves to be more disabling to the individual than the pathology itself.
By not treating the wholeness of a person, by not acknowledging their potency, we are creating another ill on top of whatever natural struggle they might have. We are effectively grading someone’s worth to our community. So we need to see through the pathology and into the range of human capability. And, most importantly, there’s a partnership between those perceived deficienciesand our greatest creative ability. So it’s not about devaluing, or negating, these more trying times as something we want to avoid or sweep under the rug, but instead to find those opportunities wrapped in the adversity.”
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-And it is a simple as that. Replace the belief that you are worth something with the impression that you have nothing to offer anyone, that you are without value to the people you work with or to your friends and you have a very hard time getting back to work. Even if you are clinically healthy. Labeling someone as sick enforces you to some degree to be living the tag.
Gaming for change
HOW DO I GO ON QUESTS?
Every hero has an origin story. It’s time for you to discover yours.
Where do your powers come from? Who inspires you? What set you on a path to change the world?
A new quest unlocks every Wednesday at midnight.
Each quest is a question that only you can answer.
Answer all ten questions, and write the story only you can tell.
HOW TO GO ON A QUEST
- Find a quest.
- Tell your story to the world.
- Track your completed quests on My Page.
- Change your story any time
http://www.cnn.com/2010/TECH/03/01/evoke.game.africa.poverty/index.html?hpt=T2
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motivation, ability and triggers ftw.
intimacy and personal space
“Robert Sommer’s Personal Space: The Behavioral Basis of Design was published in 1969. It enjoyed an estimable twenty-five printings, and its compact title concept caught on and found its way into diverse realms, from architecture curricula to legal discourse (pertaining to sexual harassment and abortion-clinic picketing lawsuits). The notion of an invisible but perceptible security zone or spatial bubble surrounding an individual became widely understood by laypeople. The phrase “You’re invading my personal space” became a key verbal expedient for siblings of a certain generation.”
..Think of the increasingly sophisticated approaches to user interfaces and experience design, phrases which de facto are relegated to contexts of electronic displays and digital architectures; physical milieu scarcely get as much design consideration as immersive virtual environments.”
(1. via Design Observer 2. via timoarnall)
-And its all very fun when you get health data into the equation.
- who belongs where?!
- on what terms is it invasive to whom? (/too much information)


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