This week we began with commenting on our peer groups Idea Tree and Mind Map, as seen in our earlier posts this week. We began "brainstorming" some ideas and collected some of our thoughts on virality and what makes certain things go viral on the internet. Since we have the meeting with the Project owner on the upcoming Tuesday, we unfortunately haven't been able to do certain task and this has slowed down our progress. This was seen on Friday when we only has a short group session, where we went over our agenda for the meeting and the questions we need answers to. Next week we will hopefully have more progress to report on.
Sunday, November 29, 2015
Thursday, November 26, 2015
Reflections on peer groups' Mindmap
We commented on the Mindmap of Museum Pedagogy. Their blog address is museumpedagogy.blogspot.com.
The mindmap is visualized very nice and clean. The central idea, from where the mindmap starts could be bigger and in the middle of the picture, perhaps in a different color? In that way one could instantly know what it is about and see the idea from which the brainstorming has been done. The problems have been well identified but the solutions are still quite open. (referring to the questions in the mindmap) But the reason to that could be, that the team doesn't yet have a clear idea about the solutions.
More subcategories could be created eg. In technology, coding languages, hardware and software
The target audience could be more ellaborated eg. school groups could be added as one target audience.
Overall the map shows a lot of plans and ideas, which is good but it could be a bit better.
Reflections on peer group's Idea Tree
Our peer group is Museum Pedagogy, so we also commented on their Idea Tree. Once again the group has put some work in visualizing the Idea Tree, and it looks very good, clear and clean.
Looking at the Idea Tree, it looks like it lacks some direction. The ideas are a bit scattered in the tree. We are a bit unsure about what elements in their app they will allow to be liked or disliked. About the app purchases, we would like to have an idea about the purchases that are likely to be made available in a local museum app.
In general everything else looks fine and they have nice development ides about their project.
Tuesday, November 24, 2015
Comments on Peer Group's Blog: Museum Pedagogy
The group, which blog we commented on within the Capstone Project was Museum Pedagogy. Their blog address is museumpedagogy.blogspot.com.
We like the detailed knowledge and explanation of their project. The team introductions could perhaps have been arranged in a slightly more arranged way, but the introductions are done in a way that gives each introduction a personal touch.
We like the detailed knowledge and explanation of their project. The team introductions could perhaps have been arranged in a slightly more arranged way, but the introductions are done in a way that gives each introduction a personal touch.
The Secondary Research was presented well, with use of own words. The language was also clear and easy to understand. The blog template was personalized, clean and readable. The blog is nicely visualized and the pictures included looked very professional. The decision to put everything from their P.O. meeting in their blog could have perhaps been been summarized in report-like manner. But that is a matter of taste more than anything else.
Overall, the group has done a nice job with their blog!
Overall, the group has done a nice job with their blog!
Monday, November 23, 2015
Week 47
This week we have gotten more organized in out work and Alex Tamminen will be acting as our project lead. Tasls are being more efficiently divided now, and refined. The meeting with the project owner was set for Tuesday the 1st of December. The meeting will be in Helsinki. We also have drafted an agenda for the meeting and some general questions. We hope to learn more of the value sales possibilities as well as the services being provided.
On Friday we noticed some minor problems with tasks being done on time, mostly caused by slight uncertainty of where results should be archived. In light of this we have updated some of our policies on the secondary research tasks. For next week we decided to have a more in depth look at gamification examples and how they could be implemented.
Thursday, November 19, 2015
The Booming Business of Telehealth and Remote Healthcare Technologies
With focus on cutting costs, expanding access to healthcare, and providing patients with quality and value, healthcare reform is spurring innovations in remote
healthcare technology, broadly referred to as telehealth, for which
experts predict tremendous market growth.
The terms teleheath, telemedicine, and mHealth (mobile health) are often used interchangeably to describe remote healthcare
technologies, but they have important distinctions. Below is the definition for mHealth, because that is the one relating to our task in the Project.
mHealth(mobile health) encompasses consumer-oriented
tools usually accessed online or on mobile devices. Examples include a
web-based self-service portal where an insured can manage their
prescriptions or order new ID cards, and a smartphone app that helps
people track their progress in a weight-loss and exercise program.
The drive behind Healthcare technologies is that it's serving the needs of providers, health plans, employers and patients. Nearly everyone in the healthcare system benefits from their advantages. Among the biggest forces behind the telehealth movement are:
Consumer Demand — More patients want (and expect)
telehealth services. Most people prefer the convenience—in many
circumstances, the use of remote healthcare technology eliminates their
need to take time off from work and drive across town to the doctor’s
office.
Provider Services — The technologies are helping providers
expand their reach, serve new (and even more) patients, improve access
to their clinical services, reduce costs, and improve the quality of
care.
Benefits Administration — Some companies offers employers a set of services or rewards-system.
source: http://www.evolution1.com
Saturday, November 14, 2015
Week 46
This week we have made the initial contact with the project owner. We got a response from the company and now we just have to figure out a date that works, at least for the most of our team members. On Friday our team discussed about which questions we want to ask the project owner. We are naturally interested to get as much information as we can. The biggest question at the moment is, what kind of gamified solution they are looking for and for whom it is intended, is it to the potential and existing customers, or is it within the company, i.e for the workers at the company? Or possibly both? As it seems, the the sales team at the company is still brainstorming the final goals they want to achieve with this project. After the meeting we should have a clearer picture as to what they are looking for. Then we can start brainstorming ourselves about ideas for the project :)
This week we have also elaborated a bit further as to what each member's role is in this project. We have yet to actually choose a project leader, but this should be decided sooner rather than later. By the end of this year we should have a clear vision for our idea as the next few months should be about implementing our vision, so that we have a prototype done by May of next year.
Wednesday, November 11, 2015
Interesting examples and articles regarding Gamification
Products and concepts:
http://www.massgeneral.org/about/infocus/
A solution which teaches user facts of the company by allowing user to spin around different numbers in 3d format and when number is clicked for example “1997”, the page will tell you what happened to company on that specific year.
https://www.youtube.com/watch?v=itjid0VP7aY
Firstly, private hospital service means expensive, cost and unaffordable in Finland. If you have another choice, you won’t visit the private hospital, so I take this thinking to do the search. I found an interesting concept based on our project from an auto manufacturer’s commercial that is Bentley. The spirit from this video is exchanging the social status. No matter of which social status you are at rich or needy, you still can enjoy the fun of driving Bentley. Personally, I feel we are supposed to utilize or combine this ideal to do a service or a conduct for Terveystalo to propagate the private hospital service.
https://youtu.be/3-1PSE6g2WQ
We all have bad habits we’d like to break and good one’s we’d like to cultivate. Examples include starting and maintaining an exercise program, and quitting smoking. Willpower is often the issue that keeps us from managing these goals. Super Better, an app designed by gamification expert, aims to help people conquer bad habits and make the process less painful. Super Better includes rewards and quests where players unlock new challenges on their path to health and well-being. There is also your own personal, “Secret Lab” where you can track your progress. Also, with the help of Allies (other players) Super Better provides a social support system that creates a system of accountability as well as motivation to stay on track.
Video Link
The video is an example of the gamification of everyday life, in a more traditional game style.
Articles:
https://www.marketingsherpa.com/article/how-to/6-tactics-b2b-marketers
http://cdn2.hubspot.net/hub/317996/file-397237611-pdf/documents/gamification_v3.pdf
The key character of this article is to explain the core of GAMIFIED MARKETING, which is about addiction. There are 7 good examples about gamified B2B marketing.
http://www.massgeneral.org/about/infocus/
A solution which teaches user facts of the company by allowing user to spin around different numbers in 3d format and when number is clicked for example “1997”, the page will tell you what happened to company on that specific year.
https://www.youtube.com/watch?v=itjid0VP7aY
Firstly, private hospital service means expensive, cost and unaffordable in Finland. If you have another choice, you won’t visit the private hospital, so I take this thinking to do the search. I found an interesting concept based on our project from an auto manufacturer’s commercial that is Bentley. The spirit from this video is exchanging the social status. No matter of which social status you are at rich or needy, you still can enjoy the fun of driving Bentley. Personally, I feel we are supposed to utilize or combine this ideal to do a service or a conduct for Terveystalo to propagate the private hospital service.
https://youtu.be/3-1PSE6g2WQ
We all have bad habits we’d like to break and good one’s we’d like to cultivate. Examples include starting and maintaining an exercise program, and quitting smoking. Willpower is often the issue that keeps us from managing these goals. Super Better, an app designed by gamification expert, aims to help people conquer bad habits and make the process less painful. Super Better includes rewards and quests where players unlock new challenges on their path to health and well-being. There is also your own personal, “Secret Lab” where you can track your progress. Also, with the help of Allies (other players) Super Better provides a social support system that creates a system of accountability as well as motivation to stay on track.
Video Link
The video is an example of the gamification of everyday life, in a more traditional game style.
Articles:
https://www.marketingsherpa.com/article/how-to/6-tactics-b2b-marketers
http://cdn2.hubspot.net/hub/317996/file-397237611-pdf/documents/gamification_v3.pdf
The key character of this article is to explain the core of GAMIFIED MARKETING, which is about addiction. There are 7 good examples about gamified B2B marketing.
Friday, November 6, 2015
Introduction to Gamification
While gamification does take a few cues from games, gamification doesn't involve playing a game at all, rather it uses the principles of gaming to make an experience more fun and engaging.
So what is it exactly? Simply stated, gamification is the combination of game mechanics and reward systems used in a real world, non-game setting in order to compel users to behave and engage in a specific way.
The term game mechanics refers to the components of a game; the mechanisms utilized by game designers to fashion and reward express activity among players. Also, in the case of a gamification program, this refers to customers, employees, or other users.
Examples of game mechanics being used today in an online community:
So what is it exactly? Simply stated, gamification is the combination of game mechanics and reward systems used in a real world, non-game setting in order to compel users to behave and engage in a specific way.
The term game mechanics refers to the components of a game; the mechanisms utilized by game designers to fashion and reward express activity among players. Also, in the case of a gamification program, this refers to customers, employees, or other users.
Examples of game mechanics being used today in an online community:
- Leaderboards: A display of the current name and scores of participants
- Progress Bars: A graphic that brandishes the progress users have made in completing a task
- Badges: A digital emblem reward for completing a specific task
- Points: Awarded for engaging in desired behaviors
Wednesday, November 4, 2015
Project and Team introduction
Diva Project - Capstone
It's
estimated that 60% of company purchaser decisions are made before
meeting the seller. This means less communication between customers,
which leads to less opportunity to the sellers to form value with the
customers. Capstone project aims
to develop new innovative gamified solutions, which strengthens the
communication between business-to-business to achieve their goals.
- Motivate or encourage the prospective customer to leave information request
- Support the value of sales with gamified solutions
- Reach and recognize the value of sales for a potential customer
Team e-mail: diva.capstone@gmail.com
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