Innovating with BSL: THE TAG – Keeping tags on our health with meaningful labels

Edited by Dr. Aileen Ionescu-Somers

Blog Post by GFW Group 7 BSL students: Arman Danielyan, Karina Bondarenko, Karina Grigoryeva, Khalid Attieh, Lidiya Kudina, Morgan Manin, Omar Eltanani, Timofei Plahotniuci, Ulysse Ortiz

 

Day 1

During our Spring 2018 Gapframe Innovation week, our group opted to work on “Quality of Life”. We found three main sub-themes to develop further: Education, Nutrition, and Peace & Stability. We then developed each of them by coming up with solution ideas using a design-thinking ideation exercise. Overall, we felt we could get most group traction around the Nutrition and Education themes. Can you believe that we came up with 80 different ideas?

Day 2

In the morning, our group discussed possible project ideas. Maybe surprisingly, we did not choose any of the original 80 ideas. Sleeping on it clearly brought inspiration because we actually came up with a brand new idea: “Health labeling for food” on two levels: for illiterate people and for already developed countries. We felt that if we designed a concept in this area, we could have impact globally. Click HERE for a very short video showing the general idea.

According to our research, health labelling is relevant for almost everybody. It not only informs those who are health conscious, but also those unaware of the food they are eating. Nowadays, too few people actually scrutinize the ingredients and nutritional value of the food they are buying. Could our solution provide an easy and non time-consuming way of checking these factors?

Our team came up with a cool solution: to put colorful labels on products, so that it is super easy to check whether the product being purchased is really healthy. The symbols relate to the levels of sugar, chemicals, salt, wheat, lactose, conserving agents.

On Day 2, we researched 5 main stakeholder groups: media, customers, thought leaders, cities & communities, government & regulators. We carried out interviews to benchmark the feedback and drawbacks of our project. We concluded from the feedback we got that the project was promising and interesting and that we should continue developing it. We defined our mission statement as follows: “We provide a simplified and understandable labelling system to evaluate how healthy food products are, allowing even the illiterate to link health risks or benefits to the food they eat.”

Day 3

Having presented our idea and the product to the other groups in the morning, we realized that we needed to be more specific with the labelling objective. For example, to look at the possibility of product labeling for blind people, or to concentrate on people with specific diseases, and for whom food has an important impact, such as those with digestive disorders, depression, obesity, heart / kidney diseases, diabetes, inflammation, osteoporosis.

Day 4

Today, we started prototyping and searching for ways of implementing our idea. Since we did not have enough time to create and personalize all the labels we wanted, we found some good options online, printed them out and stuck them to a number of products we bought. Since in our group we had a certified nutritionist, we used her knowledge to decide on which product to put what. Depending on the amount of sugar, salt, and harmful chemicals (such as aspartame in Coca Cola light), we distributed the labels on the products, using red ones to attract attention to less healthy ingredients, and green to distinguish the products that are healthy.

To set up the company, we discussed creating a Swiss association in the Swiss commercial register free of charge, with tax-free status. We also decided that launching a website made a lot of sense for our initiative, more as an awareness-building platform, to include all information related to our product and events and detailing the benefits of collaborating with us. The website and social media would be very important marketing tools. We also outlined important financial resources questions, including crowdfunding and aid agency possibilities.

Looking forward to developing this further in Gap Frame Week 3, 2018. There are many labelling initiatives out there; can we develop and outreach one that will lead to less consumer confusion and add value to society?

Innovation at BSL: GAME OVER? – Transforming the lives of the elderly

Edited by Dr. Aileen Ionescu-Somers

Blog Post by GFW Group 3 BSL students: Alexander Svetlitskiy, Amin Riaziat, Andrea Sacco, Deem Almuhaidib, Dmytro Kovtoniuk, Luis Miguel Becerra, Valentina Korobeynikova, Victor Gladskoy

Today, we are neglecting our elderly more and more as a society. Moreover, current retirement homes are not responding to the basic human communication needs of the elderly. There is also a need to incentivize the elderly to remain healthy as long as possible in both mind and body.

As Group 3 of 8 student groups overall during the Spring Gap Frame Week, we selected the “Quality of life” area of focus on Day 1 of the Gap Frame Week so that we could design a useful solution for the future. Our research on Day 2 provided us with significant insights into the “pain” of our stakeholders. By addressing the pain points identified, we felt we could provide an additional choice for the elderly to spend time in retirement, using a mobile application and developing a specialized community center for the elderly. During the rest of the week, we had a challenging time developing an early prototype of our concept, but it was a lot of fun at the same time. Click HERE to view our fun team video so that you can get a sense our positive collaborative spirit!

Our research revealed that many elderly people are suffering from loneliness. In many cases, the elderly have limited communications with other human beings and over time, they may engage in increasingly limited activities. Often, the highlight of an elderly person’s day is simply reading the newspaper. Retirement for many represents a “long wait for the inevitable”. We want to change all that by introducing an easy to use application, supported on all mobile platforms, called “Game Over?”. Our innovation aim is to create a tailor-made application that is extremely user-friendly and easy to navigate. The app would provide several functions – newspaper, TV, a net-working and communication platform, games, activity schedules and plans, with related activity sign-up sheets. Our idea is to provide an easy to use platform where the elderly can engage in a favorite activity such as reading the newspaper but also try other activities. For example, on the Game Over? App, the elderly will be able to play games especially designed to be beneficial to the health of the elderly. Playing video games increases brain stimulation, reduces arthritis, lowers the risk of Alzheimer’s, improves memory and attention, slows down the aging process, improves hand-eye coordination and helps with depression. To appeal to the target group, the design and interface of the App games will appeal specifically to the elderly.

We also discussed including a concept of related Game Over? community centers.  The idea is to provide a room for elderly citizens to enjoy gaming experiences and for those not yet initiated to gaming, provide an introduction class to new technology. Exploring our ideas further, we felt that the “Game Over?” community center could cover other aspects of elderly well-being. It could also have a meditation room and garden to hold meditation and or light yoga sessions with a meditation instructor. This would help elderly citizens learn the art of relaxation and good breathing techniques but also help retain a certain level of physical fitness. We also had the idea of equipping the community center with an emergency treatment room. Another idea was to provide a system whereby the elderly will be able to tutor young students for a profit, depending on their skills, potentially with the profit being used for our platform subscriptions. As we discussed and worked on our prototype, plenty of new ideas came up.

With the target market of elderly (aged 65+), our group felt that the App and linked community/activity center will not only make the lives of the elderly more meaningful but it will change and improve quality of life.

With Game Over?, we are reintroducing a selection of elements that complement and enhance quality of life. In our view, Game Over?, if developed fully,  has the potential to create a new found purpose in life for isolated populations of the elderly in Switzerland and outside. During the next GFW, we will be developing this prototype further, into as feasible a start-up idea as possible in order to attract the attention of potential (albeit hypothetical – for now) investors. Watch this space.