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Health 2.0 Developer Challenge – MemVu Submission

The Problem

       There are over 5.4 million people in America living with Alzheimer’s1. According

to the Alzheimer Association, “unless something is done, the costs of Alzheimer’s in

2050 are estimated to total $1.1 trillion (in today’s dollars). Cost to Medicare and

Medicaid will increase nearly 500%.” Additionally, there are enormous emotional and

financial tolls it takes on the caregivers of those suffering with the disease. They stated

that, “In 2011, 15.2 million family and friends provided 17.4 billion hours of unpaid care

to those with Alzheimer’s and other dementias – care valued at $210.5 Billion.”

       In reviewing the literature, we see that cognitive stimulation therapy has been

used for decades in an effort to support those suffering with dementia. In one particular

evidence-based program, researchers were able to show statistically significant

improvements in the areas of cognition and quality of life through cognition stimulation

therapy.2 The expected outcomes from playing our innovative brain fitness games include

demonstrating an improvement in mood of the player, increased socialization, and

enhanced facial recognition of family members by the player suffering with dementia.

Additional measured and reported benefits are also anticipated for the family caregivers

and healthcare professionals (occupational therapists, speech therapists,

recreational/activity directors, geriatric care managers and in-home care company

providers) administering the therapy.



Design, Usability and Intuitiveness of Application

       BestHomeHealthCare.com, Inc. is a Cleveland based company focused on

improving care of the elderly. We have developed a prototype that would allow for photo
Health 2.0 Developer Challenge – MemVu Submission

sharing and the use of photos in a brain fitness/exercise program where the family

pictures are loaded into various exercise templates on a web based platform called

MemVu.com. These photos are then turned into game pieces where the player must

identify the person and how the person is related to them or the photos can be used as part

of an online photo puzzle, or a matching game in a timed environment. Other games

under development would assist with, currency recognition (identify and understand the

value associated with money) and way finding (ability to find your way home). These

latter two games are designed for caregivers to use with Alzheimer’s or Dementia

patients living at home.


       MemVu has three primary goals: to create innovative and engaging brain

exercises, to get families involved and connected, and to compile de-identified data for

research. So far, we have received positive feedback on the initial two prototype games,

the personalized aspect of the program in particular. With game pieces created from

family photos, it also provides the caregiver, friends, and family members of the player

the opportunity to become engaged and interact in a way that is fun and relaxing.


       We hope through this information, healthcare professionals and family caregivers

will be able to better manage their care of their loved ones in fun and enjoyable way!



Gamification

  In making brain fitness more fun and interactive, we have added the ability to

incorporate friends, family, pets, etc. to the games. For people suffering with dementia,

reinforcing these relationships has two main benefits. First, familiarity in the form of

pictures can improve mood among dementia patients. The second benefit is for the
Health 2.0 Developer Challenge – MemVu Submission

family caregivers. Through the game, families and friends are able to participate in the

care of their loved one by sharing the process of reminiscing with photos. Additionally,

by reinforcing the relationships through photos, we intend to measure the manner in

which the loved one with Dementia is able to recognize them better when they come to

visit after playing MemVu.

  There are also generic games built into the program but having the option to make a

meaningful choice increases the benefits of playing the game while reinforcing human

relationships.


Data Generation

       The potential for data generated by MemVu is virtually endless as the ability to

customize the data generation and the games used for that generation has no limit! The

data collection opportunities with MemVu are also personalized to the individual player

level. Each time a game is played, it is date and time stamped and the results are recorded.

Additional measurements include: right vs. wrong answers, time to answer correctly, time

to answer incorrectly, number of answers completed, and total game play time. This data

allows the healthcare professional to measure results over time in the areas of reaction

time, decision-making, and facial recognition.


       The goal in collecting data is to demonstrate an enhancement of brain fitness,

mood, and facial recognition of loved ones with the ability to track additional types of

data as more games are developed in the areas of way finding and currency recognition.

       Above the individual level data collected each time a game is played, we are

working on acquiring beta testers to be able to collect additional information about the
Health 2.0 Developer Challenge – MemVu Submission

overall impact of MemVu. During the beta phase, we will be analyzing data on three

levels: player, family caregiver, and healthcare professional.

         On the player level, we will be assessing mood, memory, and comfort with

technology. Our logic model where the Practitioner is a healthcare professional as

defined previously is below:

                                          MemVu Logic Model
                                                 February, 2013



 Distal Patient Outcomes                    Player mood improves                    Increased in family/staff recognition




                                      Player increase the amount of time            Player scores        Player respond
 Intermediate Patient Outcomes                                                        increase              to photos
                                           spent playing the game.




 Initial Patient Outcomes             Player understanding the technology             Player understanding the game



 Intermediate Practitioner Outcomes          Develops and keeps to a schedule to repeat sessions with players




  Initial Practitioner Outcomes        Practitioners to understand why the game helps and how to best utilize the tool.




  Outputs                                                             Beta Testing Sites



                                        MemVu to gain funding through grants and investors. Practitioners to receive
  Inputs/Activities
                                            training on how to use games. Patients/Residents to play games.




  Need                                  People with early onset Dementia, Alzheimer, or brain injuries have a need to
                                                   continue exercising their brain to promote brain fitness.




On the family caregiver level, we will be assessing their level of involvement in the care

of their loved one, their perception of their mood, and their interpretation of their

computer skills. For the healthcare administrator, we will be having them assess the

player’s mood pre/post play and evaluate their experience of administering the games.
Health 2.0 Developer Challenge – MemVu Submission

Benefits to Existing Data Sets

       Before game play is to begin, an assessment of the player’s mood and mental state

is taken. In utilizing the Mini-Cog assessment tool, a measure of dementia, we are able to

collect baseline information about the player’s current mental status. Depending on the

results, a need to administer a MMSE could arise. Results of these tools can be

incorporated into dementia and mental health data sets.

       Once play begins, the data MemVu is able to collect (and is continued to updated

and further customized based on needs) through game play provides a couple of avenues

for incorporation into existing data sets. First, a measure of family and social support can

be accounted for, as the caregivers are a necessary piece to ensuring the success of the

customized game play. Second, through interaction with the administrator of game play

and the player we can use tools to look at the effects of living in a nursing home on

socialization and feelings of isolation.


Community Deployment Approach

       According to an article, published by A. Spector, 2003, “communication is a

factor that is likely to deteriorate in individuals moving into residential care.” 2 A definite

benefit to the community is the increased family and social support that the elderly

playing our games will receive. Furthermore, there are three levels of engagement

happening: player, caregivers, and therapists administering the therapy.

       In order to deploy MemVu into the community, an individualized approach will

be taken with each type of facility that provides brain fitness support to their constituents.

When we begin the process with a long term care facility or home care company of

incorporating MemVu into their care plans, we are creating a partnership. This type of
Health 2.0 Developer Challenge – MemVu Submission

approach is crucial due to the variations in need between residential nursing homes,

assisted living facilities, home care nurses or aides, and other types of services provided

to the aging population. By taking this approach, we are able to customize data reporting

for the needs of the organization while also being able to take an omniscient view of the

data as a community to measure the impact of MemVu on the fore mentioned areas of

observation.


Strategy for Future Move to Tablet

       Through our research, we have already determined that the ideal platform for

playing MemVu is on a tablet for one on one engagement. Because of the nature of data

collection and administration of MemVu, it would not be ideal to have this available on a

phone since the images would be too small. We have found that execution of MemVu on

a tablet it the ideal format for administrators and players.

   Once we begin our beta testing and determine the features and benefits that will be

most useful to the healthcare professionals, family caregivers, and players, we will begin

to incorporate these desired functions into an app for use on a tablet platform.



Resources

   1. Alzheimer Association Fact Sheet. March 2012. Retrieved February 16, 2013.

       http://www.alz.org/documents_custom/2012_facts_figures_fact_sheet.pdf

   2. Spector, A.; et al. Efficacy of an Evidence-based Cognitive Stimulation Therapy

       Programme for People with Dementia: Randomized Control Trial.” The British

       Journal of Psychiatry. 2003. 183, 248-254.

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Mem vu rwj_foundation_challange

  • 1. Health 2.0 Developer Challenge – MemVu Submission The Problem There are over 5.4 million people in America living with Alzheimer’s1. According to the Alzheimer Association, “unless something is done, the costs of Alzheimer’s in 2050 are estimated to total $1.1 trillion (in today’s dollars). Cost to Medicare and Medicaid will increase nearly 500%.” Additionally, there are enormous emotional and financial tolls it takes on the caregivers of those suffering with the disease. They stated that, “In 2011, 15.2 million family and friends provided 17.4 billion hours of unpaid care to those with Alzheimer’s and other dementias – care valued at $210.5 Billion.” In reviewing the literature, we see that cognitive stimulation therapy has been used for decades in an effort to support those suffering with dementia. In one particular evidence-based program, researchers were able to show statistically significant improvements in the areas of cognition and quality of life through cognition stimulation therapy.2 The expected outcomes from playing our innovative brain fitness games include demonstrating an improvement in mood of the player, increased socialization, and enhanced facial recognition of family members by the player suffering with dementia. Additional measured and reported benefits are also anticipated for the family caregivers and healthcare professionals (occupational therapists, speech therapists, recreational/activity directors, geriatric care managers and in-home care company providers) administering the therapy. Design, Usability and Intuitiveness of Application BestHomeHealthCare.com, Inc. is a Cleveland based company focused on improving care of the elderly. We have developed a prototype that would allow for photo
  • 2. Health 2.0 Developer Challenge – MemVu Submission sharing and the use of photos in a brain fitness/exercise program where the family pictures are loaded into various exercise templates on a web based platform called MemVu.com. These photos are then turned into game pieces where the player must identify the person and how the person is related to them or the photos can be used as part of an online photo puzzle, or a matching game in a timed environment. Other games under development would assist with, currency recognition (identify and understand the value associated with money) and way finding (ability to find your way home). These latter two games are designed for caregivers to use with Alzheimer’s or Dementia patients living at home. MemVu has three primary goals: to create innovative and engaging brain exercises, to get families involved and connected, and to compile de-identified data for research. So far, we have received positive feedback on the initial two prototype games, the personalized aspect of the program in particular. With game pieces created from family photos, it also provides the caregiver, friends, and family members of the player the opportunity to become engaged and interact in a way that is fun and relaxing. We hope through this information, healthcare professionals and family caregivers will be able to better manage their care of their loved ones in fun and enjoyable way! Gamification In making brain fitness more fun and interactive, we have added the ability to incorporate friends, family, pets, etc. to the games. For people suffering with dementia, reinforcing these relationships has two main benefits. First, familiarity in the form of pictures can improve mood among dementia patients. The second benefit is for the
  • 3. Health 2.0 Developer Challenge – MemVu Submission family caregivers. Through the game, families and friends are able to participate in the care of their loved one by sharing the process of reminiscing with photos. Additionally, by reinforcing the relationships through photos, we intend to measure the manner in which the loved one with Dementia is able to recognize them better when they come to visit after playing MemVu. There are also generic games built into the program but having the option to make a meaningful choice increases the benefits of playing the game while reinforcing human relationships. Data Generation The potential for data generated by MemVu is virtually endless as the ability to customize the data generation and the games used for that generation has no limit! The data collection opportunities with MemVu are also personalized to the individual player level. Each time a game is played, it is date and time stamped and the results are recorded. Additional measurements include: right vs. wrong answers, time to answer correctly, time to answer incorrectly, number of answers completed, and total game play time. This data allows the healthcare professional to measure results over time in the areas of reaction time, decision-making, and facial recognition. The goal in collecting data is to demonstrate an enhancement of brain fitness, mood, and facial recognition of loved ones with the ability to track additional types of data as more games are developed in the areas of way finding and currency recognition. Above the individual level data collected each time a game is played, we are working on acquiring beta testers to be able to collect additional information about the
  • 4. Health 2.0 Developer Challenge – MemVu Submission overall impact of MemVu. During the beta phase, we will be analyzing data on three levels: player, family caregiver, and healthcare professional. On the player level, we will be assessing mood, memory, and comfort with technology. Our logic model where the Practitioner is a healthcare professional as defined previously is below: MemVu Logic Model February, 2013 Distal Patient Outcomes Player mood improves Increased in family/staff recognition Player increase the amount of time Player scores Player respond Intermediate Patient Outcomes increase to photos spent playing the game. Initial Patient Outcomes Player understanding the technology Player understanding the game Intermediate Practitioner Outcomes Develops and keeps to a schedule to repeat sessions with players Initial Practitioner Outcomes Practitioners to understand why the game helps and how to best utilize the tool. Outputs Beta Testing Sites MemVu to gain funding through grants and investors. Practitioners to receive Inputs/Activities training on how to use games. Patients/Residents to play games. Need People with early onset Dementia, Alzheimer, or brain injuries have a need to continue exercising their brain to promote brain fitness. On the family caregiver level, we will be assessing their level of involvement in the care of their loved one, their perception of their mood, and their interpretation of their computer skills. For the healthcare administrator, we will be having them assess the player’s mood pre/post play and evaluate their experience of administering the games.
  • 5. Health 2.0 Developer Challenge – MemVu Submission Benefits to Existing Data Sets Before game play is to begin, an assessment of the player’s mood and mental state is taken. In utilizing the Mini-Cog assessment tool, a measure of dementia, we are able to collect baseline information about the player’s current mental status. Depending on the results, a need to administer a MMSE could arise. Results of these tools can be incorporated into dementia and mental health data sets. Once play begins, the data MemVu is able to collect (and is continued to updated and further customized based on needs) through game play provides a couple of avenues for incorporation into existing data sets. First, a measure of family and social support can be accounted for, as the caregivers are a necessary piece to ensuring the success of the customized game play. Second, through interaction with the administrator of game play and the player we can use tools to look at the effects of living in a nursing home on socialization and feelings of isolation. Community Deployment Approach According to an article, published by A. Spector, 2003, “communication is a factor that is likely to deteriorate in individuals moving into residential care.” 2 A definite benefit to the community is the increased family and social support that the elderly playing our games will receive. Furthermore, there are three levels of engagement happening: player, caregivers, and therapists administering the therapy. In order to deploy MemVu into the community, an individualized approach will be taken with each type of facility that provides brain fitness support to their constituents. When we begin the process with a long term care facility or home care company of incorporating MemVu into their care plans, we are creating a partnership. This type of
  • 6. Health 2.0 Developer Challenge – MemVu Submission approach is crucial due to the variations in need between residential nursing homes, assisted living facilities, home care nurses or aides, and other types of services provided to the aging population. By taking this approach, we are able to customize data reporting for the needs of the organization while also being able to take an omniscient view of the data as a community to measure the impact of MemVu on the fore mentioned areas of observation. Strategy for Future Move to Tablet Through our research, we have already determined that the ideal platform for playing MemVu is on a tablet for one on one engagement. Because of the nature of data collection and administration of MemVu, it would not be ideal to have this available on a phone since the images would be too small. We have found that execution of MemVu on a tablet it the ideal format for administrators and players. Once we begin our beta testing and determine the features and benefits that will be most useful to the healthcare professionals, family caregivers, and players, we will begin to incorporate these desired functions into an app for use on a tablet platform. Resources 1. Alzheimer Association Fact Sheet. March 2012. Retrieved February 16, 2013. http://www.alz.org/documents_custom/2012_facts_figures_fact_sheet.pdf 2. Spector, A.; et al. Efficacy of an Evidence-based Cognitive Stimulation Therapy Programme for People with Dementia: Randomized Control Trial.” The British Journal of Psychiatry. 2003. 183, 248-254.