Amanda Almon –
Health literacy and patient engagement depend upon cognitive feedback, not only from doctors, care providers and medical illustrator’s visuals, but from new programmable objects and apps with artificial intelligence and robotic sensors which use learning techniques of gamification. These “Health Objects” become focused on wellness and display designed visuals, educational content and work to influence our judgement and perception of our health conditions. Our attachment to instantaneous and responsive “Health Objects” increases our obsession with monitoring our every breath, movement, function, disease, diagnosis, treatment and reaction within our bodies to external stimuli, experts and programmable environments. We obsessively search for health information, media, self/diagnostic tools, online portals, analyze application screens, counters, activity trackers, heart rate calculators, biofeedback and biometric training devices to live “better” lives. We look to improve, resolve, re-condition and re-program our inadequacies. “Health Objects”(wearable and mobile technologies) are pervasive and permeate our patient-doctor cultures; and can influence the creation of over-commercialized medical visuals. These new “Health Objects” create co-dependence, enable our insecurities and intrinsically modify our behaviors using gamification learning methods. How can the origin and evolution of “Health Objects” and medical visuals impact our broader culture and health literacy in our lives? Does our obsession with health, disease diagnosis and body image depend on persuasive images and artificial intelligence to reinforce our identity, individuality and value? Who or “what” advocates for our health and care in a society full of visual data and directives.
[Keywords for this session: gamification, health literacy, patient education, ethics, health trackers, persuasive design, wearable technology]
Assistant Professor, Almon is a Certified Medical Illustrator (C.M.I.) biomedical artist, illustrator and 3D animator whose research and work depicts themes of pharmaceutical marketing, patient education, data visualization and interactive simulations and games. Her creative work spans multiple media areas, including: 3D medical models, animations, illustrations, motion graphics and game art/design. Almon has published work for television, film, websites, tradeshows, games and textbooks. Almon has published work for television, film, websites, tradeshows, and interactive games. Her previous work has been viewed on the Discovery Channel, Oprah Winfrey with Dr. Oz, Visible Productions, That’s Nice Productions, AgencyRX, Lemming Labs, Atbosh Media, McGraw-Hill, Lachina Publishing Services, Prentice Hall etc. Currently, Almon is creating work and new visual research for New York City based Ad Agencies: AgencyRX and That’s Nice Productions and Harvard Medical School with Brigham and Women’s Hospital– developing patient education and pharmaceutical animations, which demonstrate the mechanism of action (MOA) of both disease development and pharmaceutical/device intervention. Almon is currently the Program Coordinator for Rowan University’s new Biomedical Art and Visualization BFA Majo in Glassboro, NJ.