HealthQuest System: Wellness Coaching

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Group name: HealthQuest

Members: Hyungsin, Lauren, Tina, and Matthew



HealthQuest System

The HealthQuest System focuses on getting employees to walk and engage in physical activity during their time at work. By taking a few extra minutes on their usual walk to the coffee machine or trip to the restroom, 30 minutes of physical activity per day can easily be obtained at work. The HealthQuest System uses a combination of interactive kiosks and personal monitoring as well as an easy to follow points system to encourage physical activity in the work place.

Budget (estimated total: $ 150)

  1. touch screen 3 (need to borrow)
  2. Paint brush
  3. RFI sample foam $20
  4. Black spray $5
  5. dry wall (4*8) 3 piece, $ 50
  6. 2* 4 wood 12 piece, $ 36
  7. dry wall screws $5
  8. wall putty $5
  9. paint primary $5
  10. glossy paper (for postcard)
  11. Bucket of wall paint $20
  12. Monitor/Projector need to borrow
  13. X-Box controller need to borrow
  14. individual mac computer display

Actual Spending (as of 11/23/09) = $120.26


Problem Statement There is a need for better on-site health centers wellness coaching for employees to make behavior changes. Our system primarily focuses on the third stage in the transtheoretical model of change: "preparation, experimenting with small changes", which deals with small experimental changes in behavior.

  • Our CarrotSticks (wellness coaching system)
  • will encourage employees to walk around the existing physical environment
  • will educate employees on wellness awareness through spatial game play

Goals (not measurable):

  • To improve the physical acitivty (i.e. walking ) of employees
    • (focus is on small steps, rather than large steps; stage 3)
  • To leverage existing company facilities' physical environments
    • (gym is good but many places may not have one and it is a large step to get people to use gym)
  • To educate a healhty food or develop healhy eating habits by playing game
  • To socialize through team activity
    • (teams are reconstructed weekly or monthly in encourage intercommunity network development)

Objectives (measurable):

  • Increase the frequency and amount of walking activity
    • through tracking minimum portal-portal distance/effort
  • Increase general knowledge of nutritional information
    • through asking questions on nutritional content
  • Increase general knowledge of physical activity information
    • through asking questions on physical acitivity
  • Increase employees' knowledge of each other through team interaction (measurable?)
    • somehow

Background research

  • Mixed Reality
  • Behavior change
    • Stages in transtheoretical model of change
      • 1. Precontemplation stage
      • 2. Contemplation stage
      • 3. PreparationExperimenting with small changes" --> our target users
      • 4. Action
      • 5. Maintenance
      • 6. Relapse

-other existing product/ system/ game to help for the wellness coaching

Quest Game(s):

  • Nutrition Label Education
  • Food Pyramid Education
  • portion of food using everyday objects (matching game)
  • Physical Activity Education
  • Narrative Murder Mystery
  • Issues of a day

Incentives or prizes:

  • Fruits of day (apple)
  • Diet bar of day
  • Game scores can be stored by week or month and reimbursed

Information System:

  • Diagram of the system including
    • learning management system
    • database
    • email server access
    • magstripe or rfid system integration
  • Calculate minimum distance/effort matrix from cross of each portal

Virtual Environment (in Unreal UDK)

  • COA Building Interior
  • Portals on various floors
  • Need maps to show where people should go for the next station

Wall mounted physical kiosk type mock-up?

  • slot for swapping id (RFID) card

"(Wellness) Portal" or other name:

  • (window, portal, access panel, conduit)
  • Tablet PC
  • fake (or real) Magstripe or RFID reader
  • Images of Game (can be built in Flash)

Screen interface using flash

  • make simple, easy and accessible interface
  • Screen design: individual user's input and group's input (display)
    • optional or built-in display
  • Interface design for physical and virtual space (together)

Principles and Theories on Behavior Changes

  4. A 'Stages of Change' Approach to Helping Patients Change Behavior
  10. Guide to Behavior Change (Obesity related)
  11. Stages of Change
  12. Reorganizational Healing
  13. Stages of Change
  20. Employee Health Promotion Program: Maintaining Motivation and Interest
  21. Health Management Initiatives (Participation can increase to over 75 percent if cash is combined with lower premiums or additional health care benefits)

Preliminary Research on obesity

  1. Video:
  2. CDC’s Healthy Weight:

Obesity: Healthy Eating and Physical Activity Encouraging people to eat healthy food & to walk more


· Tracking food people eat in the cafeteria

· Tracking food people buy from the grocery store (receipt)

· Visualize food intake

Physical activity

· Tracking movement using pedometers

Design Ideas

Individual to Community

Doing something good as a group (link to the donation such as rice)

Comprehensive Shared Display

o Wall-size data visualization (gaming-collaboration + competition idea)

o Fish growing

o Gardening (flowers)