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?
Yamamay Beauty & Fitness is a beauty care project that sees consumers interact with beauty professionals and each other. Users are encouraged to comment on every page of the site to spark discussion and content. Each week the person who’s posted the most comments, wins a prize and is published top of the leaders board on the site.
To promote its new condom range “Performax Intense Mutual Climax” helping couples to get in sync, the brand Durex launched a new advert showing vinyl records and turntables representing men and women. Each turntable plays a song and when the two songs are synchronized, the viewer discovers the famous Marvin Gaye’s classic hit “Let’s get it on”. The brand developed a Facebook app where a team of players has to slow down or speed up songs to be in sync.