Medical leader Elsa launches an App in 3 months

 

🖊Business Situation: How can we rationalize waiting areas in clinics?

According to a recent study, one in five (19%) physician visits are motivated by the emergency department. The waiting room is therefore a key place to manage patient stress. Rather than offering dusty magazines and medical journals, the Elsan Group, leader in private hospitalization in France, wants to reduce the level of stress in the waiting room and wants to use waiting time in the clinic to carry out preventive actions.

 

🤝 Business Innovation Task: the mission entrusted to Schoolab

The mission entrusted to Schoolab was to rethink this time by making it more playful. The objective was both to entertain but also to educate therapy by creating a video game serving the prevention of patients.
Schoolab deployed a team composed of a mission director, a developer, as well as a UX/UI designer and an expert in gamification and video games.

📈 Actions: the method and actions implemented

– Wishing to approach the challenge with a user focus, the Schoolab team presented a “serious game” prototype, Hippopocrate, dedicated to prevention while at the same time taking the drama out of it. Hippopocrate offers several mini-games to raise awareness while using strong codes from successful mobile games.
The group entrusted the development of the application to Schoolab

💡 Innovation consulting Results

The game app is currently available in two of the group’s clinics, and is available for download from the Android store and AppStore.

 

The challenges that had to be solved

Medical prevention is traditionally very formal and not very playful. We had to get all the professions involved in this video game concept by proving the real impact in terms of prevention.
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“In a waiting room, you get bored and often anxious. Proposing a playful but serious game is a very good solution to distract the patients ! »
Catherine H, design consultant

Innovation key Figures

90% of the players answer the medical questions asked by the game
8 minutes of play on average, including 4 targeted prevention messages

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