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Digital Healthcare and People engagement with health tech:

Dimensions of interaction design:

• 1D: words communicate information easily to the end user.
• 2D: visual representations to be used in moderation
• 3D: physical objects or space refers to the physical hardware
• 4D: time is the length that the user interacts with the first 3 dimensions.
• 5D: behaviour - emotions and reactions when user interacts with system

People’s engagement with their health or wellness

•  being aware
• ongoing activity
• positive experience
• goal focused
• use of tech to enhance their relationship with own wellbeing

QAS

• sports performance: be fit 100% of the time
• every training session counts
• lost of potential athletes: up to 60-70% of athletes due to injury
• lost 20% of training time to injury or illness

Role of technology

• proactive approach to health: prevent injury
• early detection: health status
• identify warning signs

Digital healthcare

• in early 1990s: “patient monitoring” DIY testing Diabetes at point-of-care testing
• Bill Gates predicted the merging of IT, user friendly devices, science and medicine
• Mobilisation + customization of digitized platforms
• focus on users who are fully interconnected digitally – to view and exchange data
• Increasing ability to determine for ourselves whether we are sick or healthy
• A physician always involved to decide treatment -> robots in future?
• Technology to diagnose in a technologically integrated system.

Current healthcare devices for patients can do

• diagnosis
• monitoring
• treatment/management: tele health, telecare

MODBOX design:

• what digital sports-tech solutions are in the market for sports? what functionality?
• what technologies exist/are emerging/can be adapted to help track data in your selected sport?
• for your MODBOX designs: what can you track? What health aspect can be supported? What data can be shared/with whom?

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