What is your signature innovation in one sentence?
We have created a system that rewards compliance and incentivises patient and support networks.
Describe your innovation. What makes your idea unique and different than others doing work in the field?
The Glucoboy is a blood glucose meter with a twist. It also includes 2 full length video games and a mini-arcade that can be accessed when the Glucoboy is inserted into a Nintendo Game Boy Advance system.
Glucose test scores are converted into points that can be used in the games, and progress in the game is dependant on good testing habits. The industry is focused on making devices that are faster, smaller, and more accurate, but none of those things go to the root of why people with diabetes do not actually test their blood regularly. We do.
The user tests their blood as they normally would. When the Glucoboy is inserted into a Nintendo Game Boy Advance or Nintendo DS, their tests are converted into points that they can convert into currency for use in one of the two full-length video games, OR unlock games in the mini-arcade. If the user has better test habits (well spaced tests, enough tests per day, good levels) they get more points, and bonus points for consecutive "good" days
What barriers exist that are creating the problem your innovation is hoping to address/change?
Kids with diabetes are expected to test their blood as many as 6-8 times per day, and then administer insulin accordingly. It is no wonder that blood glucose meters get "lost" and "disappear". When they are not testing, for whatever reason, they are generating negative habits that will impact their longterm health and in many cases, thier lifespan.
Barriers include stigma from peers, pain of testing, remembering to test, adversity to diet change and excercise, and lack of long term vision.
Delivery Model: How do you implement your innovation and apply it to the challenge/problem you are addressing.
Our meter will help generate compliant behaviors as kids use the device and are rewarded for good testing habits. In addtion, we have created a social networking web community where kids can interact, and spend the points that they have accumulated through good testing habits. Built into the online community is a system to inform and unite care providers and support networks. In addition, we have developed mechanisms to help parents feel more secure and to remove a layer of tension between parents and their child with diabetes.
Users test their blood and get rewarded for it. They get more points for consecutive days of good testing. Points are spent in the game or online community. As they test well, they are generating habits that will last even when their are no longer playing the game. The reward helps kids remember to test, and the fact that they have a game that their friends dont have lessens the stigma to a degree. Good testing, good levels (which addresses diet and excersise).
How do you plan to scale your innovation?
We have developed other components that will roll out post initial launch. We augment the system with a collectible card game, a line of edgy t-shirts, customizeable "skins" for the device. The web community is expandible infinitely, and follow up devices are planned.