Neuropsychology based behavior design through mobile health gaming
|Bhargav Sri Prakashfirstname.lastname@example.org|
A presentation about an iterative design-thinking approach to develop an entertainment oriented therapy based on neuropsychology, will show how emerging technology platforms such as HealthKit, Google Fit & Wearables are being harnessed to drive health outcomes. This talk will share a case study of the therapeutic value and health outcomes measured during clinical trials of fooya - a mobile health App available via the App Store and the Google Play Store. The goal is to share insights within the underlying design premise that one of the first steps to behavior change in individuals, is achievable by raising awareness to promote self-efficacy through vicarious reinforcement and conditioning. The case study will focus on user data generated by middle school campers across the country during the 2014 ExxonMobil Bernard Harris Summer Science Camp. Through food log data maintained by the campers over the course of a consecutive three-day period before and after exposing campers to the product, researchers observed a 17% reduction on average in the consumption of processed food, 4% reduction on average in the consumption of sugary drinks and 7.6% increase on average in the consumption of fresh fruits. This evidence builds upon research presented at the 2014 ObesityWeek Conference, which was based on evaluating health outcomes during a randomized clinical trial conducted by researchers at the Baylor College of Medicine's Child Nutrition Research Center.