An estimated 5,000 people with asthma end up in hospital each day. A number of those hospital visits could be avoided; as many as 75% of patients are using their inhalers improperly.
Cambridge Consultants developed the T-Haler, a device designed to help asthma suffers better monitor their use of their inhaler. Fitted with Wi-Fi and sensors, the T-Haler feeds back real-time usage data. The design firm claims that, with just three minutes of training with the T-Haler, proper use of inhalers skyrockets from 20% to 60%.
The prototype also uses gamification to encourage proper use of the tool.
Why it matters
Being dependant of a inhaler can be considerably inconvenient, but adding a layer of gamification can make the experience more bearable. It could eventually improve interactivity and engagement by helping consumers learn how to use it properly in a quick, fun and easy way.
What if all “boring” products could be presented as a game rather than simply having instructions and illustrations in a booklet? Could the health market become fun and help patients become more compliant?
The researchers of the Fraunhofer Institute for Interfacial Engineering & Biotechnology in Stuttgart can now engineer medical human tissue and organs for transplants on an industrial level. The lab plans to produce 5,000 coin sized discs of tissue per month at €50 each.
The Department of Health of Chile launched a new breast cancer prevention campaign named “Por amor a las tetas” (For the love of boobs).
The idea’s originality isn’t based on the campaign’s name; it’s on its target. The online and TV campaigns are targeted to men, not women – the usual target. Using the claim “if we like them so much we have to take care of them”, the idea is to make men aware of breast cancer and ultimately encourage their other halves to do preventative tests.