creation en
Innovation
in Health
Howest, Toegepaste
Gezondheidswetenschap
pen S4
,Inhoud
1. Waarom co-creatie en innovatie in TGW?..........................................................................................6
1.1. Beroepsrol coach.............................................................................................................................6
1.2. Beroepsrol projectwerker................................................................................................................6
1.3. Beroepsrol netwerker......................................................................................................................6
2. Co-creatie...........................................................................................................................................7
2.1. Vormen............................................................................................................................................7
2.2. Voordelen........................................................................................................................................8
2.3. Voorwaarden...................................................................................................................................8
2.4. Voorbeelden....................................................................................................................................8
2.5. Innowiz............................................................................................................................................9
3. Innovatie...........................................................................................................................................10
3.1. Soorten..........................................................................................................................................10
3.1.1. Belangrijkste tweedeling (soorten).............................................................................................10
3.1.2. Andere onderverdelingen (soorten)...........................................................................................11
3.2. E-health (electronic health)...........................................................................................................13
3.2.1. M-health?...................................................................................................................................13
3.2.2. Waarom e-health?......................................................................................................................13
3.3. Toepassingen.................................................................................................................................14
3.3.1. VR & AR......................................................................................................................................14
3.3.2. AI................................................................................................................................................14
3.3.3. Gamification & serious games....................................................................................................14
3.3.4. Apps en websites........................................................................................................................15
3.3.5. Health devices............................................................................................................................15
3.3.6. Sociale media..............................................................................................................................16
3.3.7. Innovatief evalueren...................................................................................................................16
4. co-creatie: what?..............................................................................................................................17
4.1. Vormen co-creatie.........................................................................................................................17
4.2. Voordelen......................................................................................................................................18
4.3. Voorwaarden.................................................................................................................................18
4.4 voorbeelden...................................................................................................................................18
5. Genoomanalyse................................................................................................................................19
5.1. Nature-nurture en gezondheid......................................................................................................19
5.1.1. Definitie..................................................................................................................................19
5.1.2. Biologische aanleg als basis....................................................................................................19
,5.2. Revolutie van de genoomanalyse..................................................................................................19
5.2.1. Definiëring..............................................................................................................................19
5.2.2. Wat kunnen we ermee?.........................................................................................................19
5.2.3. Opmars...................................................................................................................................20
5.2.4. DNA-zelftests kunnen beargumenteren wrm je dit wel of niet zou doen! .............................20
5.3. Epigenetica....................................................................................................................................20
5.3.1. Definities.................................................................................................................................20
5.3.2. Rol van levensstijl...................................................................................................................21
5.3.3. Genoomcoaches.....................................................................................................................21
5.4. Maatschappelijk debat..................................................................................................................21
5.5. Link naar IMP.................................................................................................................................22
6. sociale media....................................................................................................................................22
6.1. Definitie.........................................................................................................................................22
6.2. Soorten..........................................................................................................................................22
6.3. Begrippen......................................................................................................................................22
6.4. Feiten en fabels over sociale media en gezondheid......................................................................23
6.5. Sociale media en gezondheidsbevordering...................................................................................24
6.6. Swot-analyse.................................................................................................................................25
6.7. Voor- en nadelen...........................................................................................................................25
6.8. Link naar IMP.................................................................................................................................26
7. Communicatietechnieken.................................................................................................................27
7.1. Facebook adds communicatiestrategie........................................................................................27
7.2. Film / video tips.............................................................................................................................27
7.3. Podcast..........................................................................................................................................28
7.4. Infographic.....................................................................................................................................28
7.5. Communicatiemogelijkheden........................................................................................................29
8. Quantified self..................................................................................................................................32
8.1. Quantified self...............................................................................................................................32
8.1.1. Aanpak....................................................................................................................................32
8.1.2. Privacy....................................................................................................................................32
8.1.3. Impact.....................................................................................................................................33
8.2. Wearables......................................................................................................................................33
8.2.1. Vragen....................................................................................................................................34
8.2.1.1. Hoe goed meten activity trackers/wearables?................................................................34
8.2.1.2. Welke effecten hebben activity trackers/wearables op sport-en beweeggedrag van
mensen?.......................................................................................................................................34
, 8.2.1.3. Blijven mensen activity trackers ook op langere termijn dragen?...................................35
8.3. E-coach..........................................................................................................................................35
9. Gamification.....................................................................................................................................35
9.1. Definities........................................................................................................................................35
9.1.1. Classificatie.............................................................................................................................35
9.1.2. Definitie..................................................................................................................................36
9.1.3. Typische kenmerken...............................................................................................................36
9.1.3.1. Game-elementen.............................................................................................................36
9.1.3.2. Niet-game omgeving........................................................................................................37
9.1.3.3. Bevorderen van doelgedrag en engagement...................................................................37
9.1.4. Devices....................................................................................................................................38
9.2. Negatieve effecten........................................................................................................................39
9.2.1. Negatieve effecten op motivatie............................................................................................39
9.2.2. Informationele ruis.................................................................................................................39
9.2.3. Verminderde integriteit van de inspanning/het sporten........................................................39
9.2.4. Demoraliserende effecten......................................................................................................39
9.2.5. Grenzen overschrijden............................................................................................................39
10. Gamification in de bewegingscontext.............................................................................................39
10.1. Inzetten van gamification............................................................................................................39
10.1.1. Waarom gamification toepassen?........................................................................................39
10.1.2. Framework voor inzetten van gamification..........................................................................40
10.2. gamification toolkit......................................................................................................................40
10.2.1.1. PBL.....................................................................................................................................40
10.2.1.2. 6 manieren waarop punten gebruikt worden....................................................................40
10.2.1.3. Badges...............................................................................................................................41
10.2.1.4. Eigenschappen goed ontworpen badge systeem...............................................................41
10.2.1.5. Meerwaarde leaderbords..................................................................................................41
10.2.1.6. 3 relevante niveaus van game elementen.........................................................................41
10.3. Gamification als motivator voor gedragsverandering..................................................................42
10.3.1. Zelfdeterminatietheorie.......................................................................................................42
11. Serious games.................................................................................................................................43
11.1. Definitie serious games................................................................................................................43
11.2. Voordelen....................................................................................................................................43
11.3. Domeinen....................................................................................................................................43
11.4. Beperkingen.................................................................................................................................43
12. EHealth...........................................................................................................................................44
, 12.1. Voordelen van eHealth................................................................................................................44
12.2. Eigen medisch dossier.................................................................................................................44
12.3. Geïnformeerde toestemming......................................................................................................44
12.4. Therapeutische relatie.................................................................................................................44
12.5. sumEHR.......................................................................................................................................45
12.6. recip-e..........................................................................................................................................45
12.6.1. Wat?.....................................................................................................................................45
12.6.2. Doel?.....................................................................................................................................45
13. InnMotion.......................................................................................................................................46
13.1. Exergaming..................................................................................................................................46
11.2.1. definitie.................................................................................................................................46
11.2.2. User requirements................................................................................................................46
14. AI for healthcare.............................................................................................................................46
14.1. Onder de motorkap van machine learning..................................................................................47
14.1.1. Verschil tussen AI, ML en DL.................................................................................................47
14.1.2. Verschillende leerstrategieën...............................................................................................47
14.2. AI, the holy grail? bedenkingen bij AI.........................................................................................48
15. Les apps..........................................................................................................................................49
15.1. Gezondheidsapps........................................................................................................................49
15.2. Verwachtingen ten aanzien van apps..........................................................................................49
15.2.1. Gebruiker..............................................................................................................................49
15.2.2. Bij de ontwikkeling en bij het gebruik...................................................................................50
15.3. Voor- en nadelen van het gebruik van apps................................................................................50
15.4. De app of de arts?........................................................................................................................50
16. Gastles participatie in de praktijk (co-creation)..............................................................................51
16.1. Opdracht Stad Brugge: de dampoortroute..................................................................................51
16.1.1. Stelling..................................................................................................................................51
16.1.2. Voorbeeld tool die bij kinderen kan toegepast worden........................................................51
16.1.3. Aandachtspunten bij de term NIVEA....................................................................................52
17. Innowiz (co-creation)......................................................................................................................52
17.1. Wat is een ontwerp?...................................................................................................................52
17.2. Design thinking............................................................................................................................52
17.3. Innowiz........................................................................................................................................53