Healthcare is 18% of US GDP and will be 37% by 2050, if nothing changes. We must reinvent how we deliver healthcare. In the past year, prizes and challenges have come in to vogue in the health sector. Prizes and challenges have a long history of benefiting humanity and driving major breakthroughs, for example a prize was used to incentivize the first flight across the Atlantic. Prizes are effective at crowdsourcing innovation, accelerating progress, and attracting new talent. Some of the leading prize evangelists will describe their platforms from big dollar prizes to more modest amounts along with lessons learned. The XPrize Foundation is launching a bid to fund a $10M XPrize for a Tricoder device; Health 2.0 has launched over 25 challenges with over 150 teams; NASA has built and open innovation strategy for health and the government is seeding grand challenges for global health. We are in the early stage of challenges for health and most are focused on apps, games, and data visualizations. Come hear how we can use challenges to fix healthcare, spur new business models, and avoid prize and app fatigue. This Future of Health Track is sponsored by Aetna.
by Dave Olson
Customers are part of your culture. By inviting them to participate in your campaigns and community, you can speed progress, gain candid market insight, and have some fun. This conversation will share tips about wrangling your passionate users to help with specific tasks for mutual benefit. The tips and tactics will include: understanding motivations, providing rewards, setting boundaries, understanding types of volunteers, organizing disappearing task forces, avoiding "cat herding,” and thwarting confusion and conflicts.
Practical examples will include: crowd-sourcing a multi-language software translation project; organizing citizen reporting at an Olympic Games; creating participatory contests to produce content and assets; identifying perpetrators and looters in a riot; raising relief money under difficult circumstances; and, rapidly helping victims in disaster zones.
From the examples, we’ll discuss methods for channeling the passion of audiences into tangible results in much the same manner as Tom Sawyer recruited his fishing pals to help whitewash his fence.
This session will talk about computer games than enable game players across the world to help solve scientific problems. Adrien co-created EteRNA and Foldit, computer games where users design and fold real biomolecules and, as a result, help reveal better ways for drugs to target diseases. He has modeled complex phenomena from fluid dynamics to crowd motion to macromolecules. Adrien received an NSF CAREER Award, was included in the MIT Technology Review Top 35 Innovators Under 35, had his work featured in The New York Times, and has published in Nature. His work brings crowdsourcing, games and advanced simulation techniques together to advance key areas of engineering and medicine. http://poptech.org/popcasts/adri...
Cancer care and support is changing dramatically as blogging, social media, facebook and mmo gaming become mass media. Trisha Creekmore, aka Tinkerhell, a mother, wife and digital denizen since 1995, has had breast cancer twice. The first diagnosis in 2004 was hard and lonely. The second diagnosis in 2010 was harder, but not lonely. Trisha and her husband David found the content on health Web sites unhelpful and online disease-specific support groups depressing. So they made up their own plan, harnessing the power of facebook, the mmo Warhammer and thousands of strangers to create Cancerpalooza. David blogged every week. His plan was to keep family and friends informed, but the blog and the community it created became much more than the sum of their parts, inspiring and bringing value to complete strangers, the entire mmorpg community and even rockstars like Mike Patton and Ozzy Osbourne. But not in an annoying social-media-positive-sharing way. More in a FML-WTF-LOL way. This Future of Health Track is sponsored by Aetna.
by Stephen Bradley
User-generated content (UGC) has changed the face of the entertainment world forever. Nearly every form of media has enjoyed a "break-out" moment when consumer content began to present a serious alternative to professionally-developed content for market and mind share. Break-through companies like Flickr, CD Baby, YouTube and Zynga have led the charge for every form of media entertainment from photos to video to music to video games... all except books.
The explosive growth of e-readers and e-books is a strong endorsement of consumer demand to both publish and consume written work. Historically, writing and publishing a complete book has been a daunting proposition for the average consumer - but today non-professional enthusiasts have the opportunity to participate with others in the creation of new types of stories that build on the contributions and inspiration of many... stories that develop and unfold before their eyes, where they are both creator and consumer at once.
9th–13th March 2012