Invited talk at WWW-12 Web Intelligence & Communities workshop and XRCE (Xerox Research Center Europe), April 2012.
http://cognitivecomputing.wordpress.com/2012/04/16/health-healthcare-new-technologies-for-consumer-health-wellness/
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Social Wellness 2012 Talk
1. Health != Healthcare
New Technologies for
Consumer Health & Wellness
Ashwin Ram, PhD, Innovation Fellow
"Software is eating the world. Over the next 10
years, I expect many more industries to be
disrupted by software.
Healthcare and education are next up for
fundamental software-based transformation.”
—Marc Andreessen, WSJ Essay
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2. My Background
! BTech EE 1982 IIT Delhi (valedictorian)
! MS CS 1984 Illinois
! PhD AI/CogSci 1989 Yale
! Professor CS 1989 Georgia Tech
! Founder AI 1999 Enkia (acquired)
! Founder EDA 2000 Ardext
! Professor CS/HCC 2003 Georgia Tech
! Founder Edu 2007 OpenStudy
! Innovation Fellow 2011 PARC
Area Manager, Augmented Social Cognition
Program Manager, Healthcare
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3. Innovation
Research turns money into ideas.
Innovation turns ideas into money.
OpenEducationResearch.org
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4. ASC: Augmented Social Cognition
Social
Computing
Cognitive
Science
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9. Disruptive opportunity: Wellness $500B
50% of factors related to 68% of adults are actively
personal health are due to trying to prevent at least 1
lifestyle.* major chronic illness.**
Sources: *CDC **Hartman PARC | Ashwin Ram | 18
10. How do people get healthcare info?
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11. Healthcare Information
Internet is the leading source
of health and wellness information.
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12. Trends
“The consumer is the CEO
of their own health.”
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13. The Long Tail of Healthcare
Traditional
WebMD: 105M visitors/mo
HealthTap: 15,000 doctors
RunKeeper: 9M users
Consumer
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14. Long Tail Markets:
Empowering the Consumer
Govt Institution Focus
Engagement
Hospital Healthcare Peer to Peer
Clinic
Social Networks
Insurance
Gamification
HIPAA
Mobile
Open
Consumer Focus
Health
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15. If everyone is a “consumer”,
who is the “producer”?
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16. If everyone is a “consumer”,
who is the “producer”?
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17. BHAG – Big Hairy Audacious Goal
Social
Mobile
Game
Healthy Lifestyle
for 100M+ consumers
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18. Perfect Storm of
Key Technologies
Social Context
User Model
Diet
Mobile Gamification
Preferences Knowledge
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20. Theoretical Basis
Lave & Wenger, 1991
Communities
of Practice
Peer Social
Learning Constructivism
Fuchs, 1997 Vygotsky, 1978
Social
Communities
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21. The Hard Problem in Healthcare
Behavior Change
the largest reported a loss of
3.2% of initial weight at 2 years
high costs, high attrition rates,
high probability of regaining
>50% of lost weight in 1-2 years
the evidence to support the use
of the major commercial and
self-help weight loss programs
is suboptimal
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22. Importance of Social Networks
(Christakis & Fowler, 2009)!
• Entire clusters
quit in concert
• 25% more likely
to quit if your
sibling quit
• 67% more likely
to quit if your
spouse quit
• 34% more likely
to quit if your co-
worker quit
• 36% more likely
to quit if your
friend quits
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26. Trends
“Behavior is social. When someone 72% of consumers rely
Consumerism
loses weight, quits smoking, or on the Internet for
increases exercise, the people in health information
their trusted social network are 34%
more likely to do so.” 100s of millions of
—Dr. N. Christakis, Harvard School of Medicine consumers interact
and share health
social experiences online
graph
game 100s of hospitals use
rewards social media
relevant
info 1000s of health
People require health communities
information that is timely, relevant,
reliable, and easy to understand. $100M investment in
— Picker Institute Europe gamification of health
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31. Example
REAL Powered by Humana.
Ready to take the first step on the path to a healthier you? At
REAL, you’ll find a wealth of information designed to help you
focus on the most important aspects of life—your physical and
mental health, work and finances, the time you spend relaxing,
and the social relationships you depend on.
53. How To Model Habits?
• Location
• Time
• Mood
• Thoughts
• People around you
• Preceding action
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54. How To Model Preferences? Intent?
Current Situation
Activity
Physical Context #Intent Dining, Shopping, Movies,
location, time, people …
#Knowledge
Work activities
Electronic Context
calendar, calls, email Sports, Hobbies
Future Locations
Interest Model and Events
web, email, purchases
Companions
Knowledge Model
attention and past choices Receptiveness
Behavior Model Attention needs
past actions in situations
Motion (walking, standing,
Social Model riding, …)
social net, influencers
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55. Social
Mobile
Game
Tackling the BHAG Healthy
Lifestyle
Institution Focus
Healthcare
needs policy reform
Consumer Focus
Health
need cognitive technology
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56. Key Technologies
Social Context
User Model
Diet
Mobile Gamification
Preferences Knowledge
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57. ASC: Augmented Social Cognition
Social
Computing
timely,
social, personalized, nt,
nable, in the mome
contextual, actio edback
engaging , relevant, fe
Cognitive
Science Web Intelligence!
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58. Vision: ASC Platform
Social Network Personalization Gamification
Consumer Just-In-Time Behavior
Engagement Information Change
Modeling Platform
Decision User Social Semantic Behavior
Support Modeling Analysis Analysis Modeling
Monitoring Platform
Ethnography/
Field Studies
Web/Social Context/
Network Activity
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59. Vision: Social Wellness
Wellness Drivers
Consumer
• Engagement Food / Exercise /
Relevant Information Nutrition Activity
• Behavior Change
Dashboard Dashboard Apps Alternative Medicine /
Medicine Supplements
Company Provider
Portal Portal
Modeling &
Analytics
Platform PARC
Competitive Edge
Ethnography Analytics/Social Media Context/Activity Tracking
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