In 2020 One Shot Immersive launched a VR mass casualty triage training experience in Yemen, a country that continues to endure the worlds worst humanitarian crisis. Following this world first, further training was carried out with the WHO in Somalia, Somaliland and Yemen in 2021. The company also released a translasted version of a “Stop The Bleed” training video for Ukraine early in 2022. The company has created a life saving tool for the world’s most disadvantaged populations. But there is no money in saving poor lives. This is the story of a failed business, a humanitarian success and a long list of lessons learnt. It is both a heartwarming and heartbreaking story of collective human endeavour and a tech industry that currently exists for value over values. I will propose a model of humanitarian innovation that acknowledges our weaknesses and aims to harness the best of us.
A&E is a highly complex, varied and fast-paced environment, with over 25 million attendances each year in England alone. With complaints from clinicians about slow computers in A&E, we decided to get under the covers and spent several weeks in A&E to find out what was really going on. Our research was conducted across three major emergency departments and included ethnography, interviews and a time and motion study. From this we reimagined how clinicians interact with IT and co-designed a prototype solution. Our joint objectives were to reduce clinician stress and frustration, whilst improving efficiency, patient flow, and patient care. In this talk we share our approach to discovery, the key insights from the heart of A&E, and how we co-designed a solution that strongly resonated with the users.
When you have all the stakeholders in the same room trying to solve problems, they all have their own unique perspectives, and consequently different views of what the problem is. It can be time-consuming, and difficult to remain productive and move the process forward and towards solutions. Using 3 steps before each iteration of product development, you can assemble one cohesive picture from everyone’s pooled knowledge and expertise.
In healthcare, half the challenge is understanding the problem. Many organizations set out to develop applications to help improve clinical efficiency and/or patient outcomes but many are unsuccessful. Wherein lies the problem? In many cases, we found that the development team may have different understanding of the problem to the healthcare providers; it is this fragmented approach that leads to low adoption and lack of stickiness. In this talk, we unpack some effective research methods to avoid falling into the same trap.
Bipolar Disorder (BD) is a complex, cyclical and chronic mental illness where self-tracking is central to self-management. Mobile technology has been leveraged to support self-tracking. Limited research has investigated the patient experience of self-tracking in BD, and it is unclear how the “normative ontology” that is seen in existing self-tracking technology discourses (e.g. the Quantified Self movement) is applicable to the domain of mental health. Combining principles of patient and public involvement (PPI)—a staple research design principle in mental healthcare—with design and HCI-oriented research approaches, we conducted interviews and workshops with people with lived experience of BD to explore reasons and methods for self-tracking, and challenges and opportunities for technology. Our results describe recommendations for the design of self-tracking mental health technology. We also reflect upon the complex role of researchers working at the intersection of emerging mental health technologies, the principles of PPI, UX and HCI research.
As UX professionals involved in designing healthcare services or developing digital products, we are responsible for ensuring our design of products and services can meet the needs of all users; otherwise, we will unintentionally widen the gap of inequality among certain groups. Furthermore, as technology advancement in healthcare progresses, more people today will have to rely on digital healthcare products and services irrespective of their context and abilities their abilities. Thus, this presentation aims to drive the engagement and commitment of UX professionals to creating accessible healthcare services and products.