Creative Enterprise Group 6, 2018. [Morghan Harper, Ruth Johnson, Zoe Hughes, Tom Jarvis and Sally Double.]
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Concept Development - Further Imagery
Here i’m exploring having people in the space, and what an overall floor plan could look like.
-Zoë
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Brief animation showing the click through of the ‘Know Your Health’ Feature
-Ruth
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Exploring Our Budget in Detail
All our features would be a larger one off payment, with minimal ongoing upkeep costs for cleaning and maintenance. Our research into furniture and interactive kiosks has given us a rough idea of the potential cost for this project. However this would be subject to change with the choice preferences of ADHB designers and architects.
Information Kiosks:
Full 17” Kiosk: $2,600 (rounded)
Base Indoor Kiosk: $1076
Kiosk Stand: $1,000
17” Touchscreen: $450
15” Touchscreen: $400
Modular Furniture (Range):
Couches/ Chairs: $100- $750 (per piece)
Small Coffee Table: $320
Cushions: $50
Regular Chair: $500
Bookshelf: $300
Assuming these were the final prices, and that the amount of physical items from each feature matched the spatial designs presented with this project, we estimate the approximate overall cost to be around $22,800.
$7,800: 3 full information kiosks
$2,000: 4 Ottomans
$6,500: 2 Modular Couches
$350: 7 Cushions
$750: 1 Freestanding privacy screen
$4,000: 8 Regular chairs
$300: 1 Bookshelf
$100: 1 Wall art/ poster
$1,000: 3 Small coffee tables
$22,800: Total*
*This cost estimate would not include digital system design cost, or instillation/ potential shipping costs.
Sources:
"Furniture Product Categories." OfficeMax, n.d. www.officemax.co.nz/Furniture. Accessed 6 Oct. 2018.
“Compare Interactive Kiosk Prices – BUYERS GUIDE 2018.” Buyers Guide for Business, PriceItHere, n.d. priceithere.com/interactive-kiosk-cost/. Acessed 6 Oct. 2018.
-Ruth
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‘Know Your Health,’ a digital information system.
Final written content for the information screens feature.
Empower me: Passive/ Peripheral Information.
Purpose: Intro: (one of the 3 structure points)
“Most people don’t even pick up pamphlets from the wait room, but they will watch a video. Just reformat the information hospitals already have into a more accessible medium.” -Anonymous (Auckland) Student Nurse.
It’s a hospital’s duty to effectively communicate and inform patients (Health and Disability Commissioner Code of Rights 1996). In our research, we discovered how ineffective the ‘pamphlet walls’ in wait rooms are. They’re old, repetitive, ‘bland, and boring’. Often with badly designed text and imagery, the pamphlets make it hard for patients to decipher the information they could desperately need... and are entitled to by law. We’re in the digital age now, but it’s not accurate enough to just google symptoms. We need to give patients a reliable source that’s easily accessible, clear to understand, and reflects the modern, respectable and kind image of the ADHB.
Effect + Features:
This feature responds to the ‘empower me’ part of this project which aims to address the design requirement: Passive/ Peripheral Information- something to cater to people who don’t like to get involved. We realised that the simplest (and most long-term cost effective) solution was to replace the infamous ‘pamphlet walls’ with a digital interactive information platform. While still requiring some interaction and involvement from patients, this system would be necessities focused and would aim to simply declutter content into a clear and succinct design.
This system would remove the confusion of a wall with dozens of options, channeling information into area-specific categories. This will help users find what is relevant to them without having to sift through what can seem to be an overwhelming amount of resources. Having the option to ‘save a copy for later’ by emailing themselves the information, patients retain the ability to take home this content (as they could with the pamphlets) while shifting to an environmentally friendly medium. In order not to exclude patients who don’t have access to this technology, physical copies would still need to be available on request.
Future Developments:
Going forward this idea would require physical prototyping and user testing to see how this system would work with older, less ‘tech savvy’ patients. Further design would be required to explore the details of catering to all age groups, ethnic and linguistic backgrounds, and potentially how the interface would work being used by groups of patients in a family scenario.
-Ruth
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Concept Development - Renders
Renders of the individual seating designs. A perspective floor plan and some interior shots. While most of these turned out fine, some of the perspectives didn’t come out too well. So these are just to have on the blog, not to include in any final presentation.
-Zoë
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Concept development
Here is essentially the final concept design from my end. Three different types of seating that can be arranged in multiple ways- along with a how these might work in a waiting room situation. While these modular seat designs won’t entirely be replacing regular seats (e.g seating that requires arm rests) having these as an option as well as other types of seating would greatly improve patients options within the space.
-Zoë
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Concept development
In this I looked at further developing the digital art display concept. For this I decided to combine aspects from the “Screen room, Green room” concept to make it more in fully featured. I also looked at how the art display could be displayed by looking at a range of different monitors that it could be featured on.
-Tom
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Concept Development
(Visual concepts TBC!) Beginning to flesh out the Screen Room, Green Room concept. Looking into what the information system could look like, and how it’s content would be designed. (Content sourced from the National Cancer Institute) I also started briefly looking into the potential prices of these systems, which can be added into our budget expectations later on.
-Ruth
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An updated research map, showing the double diamond of branching out and then pulling in to specifics.
There is an Illustrator file of this in the Google Drive folder.
-Morghan
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Feedback from Justin
Post week 7 presentation.
Initial Feedback: “Well done on looking at comparatives, and their applications, so airports, hotels, I really appreciate you going and looking at other environments, ah, because we want to challenge the DHB on what they think is the norm, and what can be normal. That’s pretty good. Allright. Yeah nah i don’t have any particular questions for you, you seem lke you’re on a good track, so keep going, well done.”
Further Feedback: “They’re all good concepts. I prefer the digital art display for a number of reasons: Our current digital screens generally contain ‘push messages’. ADHB organisation messages about hand hygiene etc. Or they are very ‘curated’ comm’s messages showing smiling staff and smiling patients with generic positive comments/feedback. It’d be great to crowd source content from real people. You need to consider what the business process would be for managing content (probably just a comm’s team approval step before any new content appears). Also, have a think about ensure we have equitable access to doing this i.e. we wouldn’t want content creation dominated by one community or patient cohort simply because they can afford the internet connection, have the right type of phone etc.”
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Week 9 Class Notes
Focusing on atmosphere design- creating the ambient ‘feel’ of a space. Pattern/ texture/ character/ Senses.
How do you present atmosphere on a flat surface?
Discussing our research:
Sound has to have a source, else it makes people feel uneasy. We’d have to consider what sort of ambient sound we have playing and what ‘source’ we could provide that would tie in with the rest of our design.
People aren’t ready for smell. (Further Research: the failed project using almond scent in the London Underground.) People need context for smell, it can't be overwhelming and it can’t seem fake. But you also don’t want a space smelling like nothing...
Have slow change? Textural/ atmosphere. Tell the story; is it a narrative? Here’s this experience over a period of time/ users. What’s the core? Have just one, great, and engaging interaction instead of multiple? or.. have a flow of features which combine to create that one core experience/ atmosphere.
Further Research Idea, PROJECTIONS: DesignIO- Virtual projected environment, interactive projections with multiple users (the people are light sources.)
^This could tie into the screen room green room concept. One of the main issues with an information platform is privacy. This could be solved by some sort of glasses? (Unique user glasses which see unique things on a screen/ projection.) Like virtual ‘invisible ink’.
Projection mapping to transform textures. Green space projection on couches? Interactive couches/ furniture? INFORMATION TABLE- touch screen table, brings up articles etc... replacement of ‘pamphlet walls’.
Themed Environments: Look into immersive environments, but don’t go to the American extreme. Entertainment design (Disneyworld) Waiting lines at Disney? Entertainment ‘line management’ comparison to hospital wait-rooms. (Above Venn diagram)
We want people to stay grounded in this space. Self and spatial awareness are key influences on positive mental health.
A/ B/ C- System design: A= Grabbing attention/ emotional response, B= Interactive/ physical response, C= Passive/ effortless response. HAVE A HIERARCHY OF DESIGN FEATURES. This enables different people to engage in different ways, caters to a variety of audiences.
Emotional
Interaction
Passive/ Peripheral Information.
Moving on from here: We want to develop/ combine our three concepts, while continuing them under the fundamental umbrella of experience design; creating an atmosphere. These concepts will become features, which will be supporting points to our overall theme of building atmosphere. Lighting/ sound/ textures, etc. will be discussed, and research will be provided to support our conclusions on what is needed to build a ‘perfect’ atmosphere.
-Ruth
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Week 8 Research
Smell and sound are considered to be one the most strongest scenes, smell in particular is incredibly powerful due to its strong connection to memories.
Odor evoked autobiographical memory is the term that is most commonly referred to with smell when it comes to memory triggering. Most of the time it will trigger early childhood/adolescent memories but will also trigger memories from experiences past those ages.
Here is a great video explaining this phenomenon and how it works
youtube
While not as strong in this regard hearing and sound can also trigger memories. This is usually triggered by music or certain tunes that have an important connection to a person's memories. Ambient sound also dose this as well
This academic text looks at this
https://pdfs.semanticscholar.org/665c/88bf4c853c6a5ac32fa0b547d1680c24aa81.pdf
Smell and sound in the waiting room
While the use of triggering memory would be a useful alleyway for some of our concepts especially the digital ones we also need to consider how certain smells and sounds affect a person's well-being and state of mind while waiting in a waiting room. Smell and sound are very powerful as they are able to evoke emotions and moods which affects people's mindsets.
For smell strong unpleasant odors evoke negative emotions and depending strength can be unbearable. Sound is interesting in this regard as well, unpleasant sounds with high pitches will also evoke negative emotions causing people to feel uncomfortable
Quality of sound is also really important to consider. Human hearing is very strong when it comes to picking up impurities in sound. Sounds of low quality are very noticeable to most people who have good hearing as it inflicts a negative mindset which can inflict discomfit.
Here is a text on how music can evoke mood
https://lib.dr.iastate.edu/cgi/viewcontent.cgi?article=18310&context=rtd
How does all this affect waiting rooms currently?
Waiting rooms have a very distinct smell, it is very sterile and most if not all share the same smells. If we go back to how smell triggers memories having one strong smell in a whole range of different waiting rooms actually triggers memories and moods. The moods that are initiated by this smell are quite often negative as they are evoking memories of past injuries and previous visits.
Sound in waiting rooms are also considered to be quite a negative as well. Aside from the Breeze FM sound in waiting rooms is really only ambiance from the hospital itself. Having very little sound with it been rather negative as well, has a bad effect on the patient as it evokes a poor mood putting them in an bad mindset.
-Tom
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Week 8
Common User Needs
The PDF Version can be found in the Google Drive Folder.
This is the writing and thinking I did this week around the different patients we have discussed over the course of this project so far. The goal was to think about their individual feelings, and how these might translate into a set of needs that are common amongst all three. From this, I found Comfort Me, Interest Me and Empower Me. I think these could definitely serve as a backbone for further concept development.
-Morghan.
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Week 8
Research
Role of Clinical Trial Participation in Cancer Research: Barriers, Evidence, and Strategies 3 July 2017 Joseph M. Unger
‘Fewer than 1 in 20 adult cancer patients enrol in cancer clinical trials’
‘Access to a clinic can be influenced by many different structural factors such as transportation, travel costs, access to insurance, and availability of child care.’
‘the majority of patients are (appropriately) concerned primarily with finding the best possible treatment for their disease.’
‘Attention must also be paid to providing consent forms which are easy to read since more complicated consent forms can themselves induce anxiety’
‘Fear of randomization has been identified as the most commonly cited reason by patients for declining trial participation’
This is interesting, as it may be that people choosing to do the trials may be bringing similar feelings. Giving them a sense of their own autonomy and control may be helpful.
Interesting Videos, explaining Patients Journey/Trials Journey.
Clinical Trials - a patient's experience 16 March 2017 Blood Cancer Network Ireland
Phase I clinical trials: What to expect as a patient June 11 2013 MD Anderson Cancer Center
The Clinical Trial Process Explained From Study Start To Closeout 13 April 2016 Dan Sfera
-Morghan
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Week 8 Research
We felt our research heavily relied on ‘the meaning’ behind our design solutions. This including mental health and peoples ‘feelings’ towards a waiting room. Within our next steps of research we decided something we needed to look at are the 5 Ways To Wellbeing. These were created as a result by the New Economics Foundation's (NEF) Foresight Project on Mental Capital and Wellbeing research report:
- Connect
- Give
- Take notice
- Keep learning
- Be active
This is major part of our design process because the subject matter is so relevant to Mental Health along with the physical side of the cancer patients involved. We need to further consider this study and our how our solution affects the patients. For example: a study was done by Carolyn Schierhorn relating to our topic and she had written an article: Waiting rooms, too, can promote patient health
Here she touches on multiple areas of waiting room issues, such as ‘the appearance of the reception area reflects the attitude and the habits of a practice’s physicians,’ ‘a messy reception desk and worn-out furniture in the waiting area also communicate that the practice doesn’t pay attention to billing and collections, and how ‘patients comment on wait times and room ambience on physician rating websites far more frequently than they criticize doctors’ clinical skills.’
A reference in her study was Rosalyn Cama (who had previously done a project at the American Cancer Centre Headquaters) and her book Evidence-Based Healthcare Design. Her chapters speak about:
- Chapter 1: Understanding the Shift Toward Evidence Based Design in Healthcare.Evidence-based Design.Four Components of an Evidence-based Design Process.Levels of Evidence-based Practice.Empowering an Interdisciplinary Team.Herbert Essay: Holding to a Clear Vision.Drivers for Change in the Healthcare Design Process.Morrison Essay: Futurist’s Forecast.Drivers for Change in the Design Professions.Building a Body of Knowledge.Checklist.
- Chapter 2: Step 1: Gather Qualitative and Quantitative Intelligence.Build an Interdisciplinary Team.Conduct Investigations.Malone Essay: Listening to Patients / Families: A guide to getting started.Meilink, Thomas Essay: Weill Cornell Medical College / Weill Greenberg Center.Benchmark against National Initiatives.Document Process.Checklist.
- Chapter 3: Step 2: Mapping Strategic, Cultural and Research Goals.Positioning a Project Toward Greatness.Defining Project Drivers / Improved Outcomes.The Art of Mapping a Vision.IDEO Essay, Patient-Care Delivery Model.Establish a Research Agenda.Zimring Essay: OhioHealth Dublin Hospital Preliminary Research Ideas Preliminary Report.Checklist.
- Chapter 4: Step 3: Hypothesize Outcomes, Innovate and Translational Design.Hypothesize Outcomes .Watkins, Lawless Essay: Comprehensive Healthcare requires Comprehensive Evidence-based Design.Design for Improvement: Dare to Innovate.Haggarty, Starling, Mertens Essay: Changing the Cancer treatment Experience.Build Mock-ups: Translational design.Share the Process.Checklist.
- Chapter 5: Step 4: Measure and Share Outcomes.Measure Outcomes.Joseph, Keller Essay: The Role of the Researcher in the Design Process.Survey Results from HKS, Ellerbe Becket and Kahler Slater.Build Business Case.Sadler Essay: Why Evidence-Based Design makes Good Business Sense.Share Professionally.Calkins Essay: What We Know: Evidence-Based Design in Long Term Care Settings.Submit for Peer Review.Hamilton Essay: Research and Competitive Advantage.Checklist.
- Chapter 6: Evidence-based Design in Practice.A Look into an Evidence-based Practice that Recognizes the Need for Research That Improves Clinical Outcomes .Parker Essay: Why has Anshen + Allen Embraced Evidence-based Design?.Rostenberg Essay : Cultivating a Culture of Inquisitiveness: Integrating Evidence-based Design knowledge into a Design Practice at Anshen + Allen.Color Photo Inserts.Patient-Centered, Family Focused, Staff Supportive.Hand Washing.Reduction of Falls.Like-handed Rooms.Staff Efficiency.Connection to Nature.Daylighting.Positive Distractions or Resource Centers.Culture.Sustainable.Cooperative and Long Term Care.Ambulatory Care.Children’s Hospitals.
- Chapter 7: Growth Opportunities for the Design Professional.Next Frontiers.Future of Education & Practice.Guerin Essay: Embracing an Evidence-based Design Approach in Education and Practice .Berens: Essay: ASID, Design Research & the Future of Interior Design.Future Certification.Salvatore Essay: The Evidence-based Design Assessment and Certification Program (EDAC).What Comes After What Comes Next.Levin Essay: The Future of Evidence-based Design.Index.
If designed properly, a healthcare interior environment can foster healing, efficient task-performance and productivity, effective actions, and safe behavior. Written by an expert practitioner, Rosalyn Cama, FASID, this is the key book for interior designers and architects to learn the methodology for evidence-based design for healthcare facilities. Endorsed by the American Society of Interior Designers, the guide clearly presents a four-step methodology that will achieve the desired outcome and showcases the best examples of evidence-based healthcare interiors. With worksheets that guide you through such practical tasks as completing an internal analysis of a client's facility and collecting data, this book will inspire a transformation in healthcare design practice.
“What we do as health care designers is look at how to create an environment that will improve outcomes ... We look at studies that answer such questions as, ‘How do you calm down anxious patients? How do you keep the environment clean and infection at bay? Given that physicians today have so little time to spend with each patient, what can be done in the reception area that will improve communication at the moment of physician-patient interaction?’ ”
Through digging deeper into our primary research and looking into these studies we now realise that our finalised themes/solutions will have to heavily backed up by examples (such as those listed above).
Sources: https://thedo.osteopathic.org/2014/05/waiting-rooms-too-can-promote-patient-health/
https://www.wiley.com/en-us/Evidence+Based+Healthcare+Design-p-9780470149423
- Sally
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