Systems design for holistic healthcare in Hong Kong

Page 8

E

8

EXPLORING GAMIFICATION 👾 It’s not all fun & games Before embarking on my FMP journey, I took a moment to reflect on the DMC tools covered throughout the course and had a few ideas in mind. My past projects involved experience design, dating apps and gamification. I had just returned to Hong Kong and knew that for the sake of primary research and my pre-existing cultural awareness, it would be most feasible to base my project around my locale. Asking myself what I wanted to do was a challenge in itself. I decided to weed out what I didn’t want to do instead: an app. Product. Business venture. These were all things I had no interest in, so after a little reverse engineering, I decided to brain dump a few ideas on gamification, and even came close to an idea:

KEY INSIGHTS > The more active a social community, the more eager and willing customers will be to share participation levels and success.

I even came up with initial HMWs for how I saw my FMP heading. Much of it was centralised around a postpandemic society, relationships, connection and hyper-digitalisation. Although I initially felt strongly about these concepts, I later realised how broad it was at this stage, and the challenge of exploring a post-COVID world would be purely speculative. ❓ ❓ ❓ Regardless, exploring the idea of gamification was both insightful and inspiring. As someone who is highly competitive especially in video games, I find game incentives to be particularly motivating even when I’m faced with challenge. Knowing that my FMP will deal with a challenge of some sort (though this is still blurry at this point), I continued to look at gamification and how examples have been applied in areas such as business, marketing, HR and even social innovation.


Turn static files into dynamic content formats.

Create a flipbook

Articles inside

End of sprint feedback

8min
pages 114-119

Future development

2min
pages 112-113

Service viability testing

0
pages 110-111

Marketing strategy

0
page 106

Advertising channels

0
page 107

Wireframes

2min
pages 102-103

Design process

0
page 101

Visual identity

1min
pages 94-95

eHealth app

1min
pages 86-87

Service definition canvas

0
page 85

Value proposition

0
page 80

Service initiative prototype

1min
pages 78-79

End of sprint feedback

1min
pages 76-77

Education

1min
pages 68-69

Extreme user testing

0
page 73

Goal tracking

1min
pages 66-67

New queue experience

1min
pages 64-65

Competitor benchmarking

3min
pages 60-61

Cultural benchmarking

1min
pages 56-57

Innovation model

1min
page 55

End of sprint feedback

1min
pages 52-53

Concept modelling

0
pages 40-41

User cognitive walkthrough

2min
pages 46-47

Journey map

1min
pages 32-33

Hong Kong healthcare

1min
page 18

Empathy maps

0
pages 30-31

Storytelling interviews

2min
pages 24-25

Empathy interviews

2min
pages 26-27

Patient-centred design

1min
pages 22-23

Research plan

1min
page 15

Cultural canvas

0
page 13

Empathy tools

0
page 12

How it all began

1min
page 7

Knowledge scoping

0
page 11

Themes clustering

0
page 10

Exploring gamification

2min
pages 8-9

End of sprint feedback

1min
pages 16-17
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.