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Saturday, January 18, 2014

From the Archives: Written in February, 2010 - Putting Patient Empathy into the Money-Flow: Improving Patient Outcomes through Technology Innovation

Putting Patient Empathy into the Money-Flow:  Improving Patient Outcomes through Technology Innovation

Abstract/Introduction

In our case study we start by taking a very hard look at the raw economic realities of Healthcare transactions.  We then carefully consider how Virtual Reality can solve a problem better than any other solution. Next we pitch the concept to influential industry leaders. Upon validation from, and contracting with, these industry leaders, we deploy our Virtual Reality solution into Healthcare. 

 


It may seem paradoxical to talk about a system in which the greatest concern is for patient well being, and then to also claim that such a system is “In the Money Flow”.  In the world of Healthcare, and Healthcare IT, Money-Flow refers to the steps that transpire during a “Healthcare Transaction”.  A simple transaction could be: Patient goes to Doctor, Doctor submits a claim to Payer, Payer pays Doctor.   A slightly more complicated transaction would introduce a Prescription for a drug being written by the Doctor, the Payer then also paying the Drug Maker in addition to the Doctor.  Each step of the process includes a payment or receipt of payment. This is the Money-Flow.  This is the epicenter of Healthcare Reform.  If you build technology that is necessary to facilitate the pay/receive tasks, your technology is considered “Need to have”. If you do not facilitate one of these tasks, then you are “Nice to Have”.  If you want to build technology for Healthcare, you must understand where you are positioned in relation to the Money Flow.   You can certainly build Nice-to-Have systems, and you can succeed, but how you go about pitching and selling your solution comes down to Money-Flow.

 


            Virtual Reality based tools are being designed to meet the needs of the patient.  The technology that supports these tools first comes into play in the lab, then the doctor’s office, and finally in the patients home.  For each user group, an appropriate experience is required, but the underlying technology remains seamless, and therefore consistent.  The tools that were employed to produce Outcomes in Clinical Trials, are the same tools used to educate doctors on application, prescription, Adherence and Consultation.  The Patient gets access to innovative features and functions packaged in a manner that is consistent with their Adherence Profile. The resulting benefit to the patient is that many of the forces that disrupt Adherence can be addressed in an intuitive and captivating manner. The newly empowered patient now has the means necessary to take better charge of their own well being.  Further, for any of these patients who may be participating in Day 2 clinical trials, and or Remote Monitoring the new level of engagement instilled in the patient will yield improved Outcomes. 

 

Virtual Integrated Patient Care(VIPC)

 

Currently, the only real aggregator of a patient’s medical history is the patient themselves.  It is the human body that serves as an archive for all that has happened in the past, and all that is happening at present.  While the human body may have a fantastic physiological memory, its archives can be difficult to access and interpret.  Furthermore, when humans must not only maintain a sense of history, but maintain a protocol of activity that reaches into the future, performance of the system begins to suffer.  But we believe, through the study and application of Virtual Reality, that in conjunction with a small number of additional innovations in healthcare, we can extract the best features of the “human archive”, improve on some of the non-intuitive “human features”, add improved engagement with ongoing protocols, and yield a solution that works better for patients because, it has been modeled on the patients themselves.

 

What we know to be true, is that ultimately, everyone who provides a health related service cares about the health of the patient.  What exactly they care about, and why they care, are not such simple questions. But for the application of Virtual Reality in health related services, it does not matter so much.  For example: a maker of drugs cares a great deal about demonstrating the effectiveness of the drug in producing Patient Outcomes.  The maker also cares a great deal about ensuring that the drug gets sold.  Further, the maker continues to care about ongoing Outcomes(even after trials are over) because continued evidence of Outcomes produces favorable standing with the Payers, which in turn leads to increased distribution.  The unpredictable variable in the middle of this equation is the Patient and Adherence.  Without Adherence, the entire Pharma lifecycle comes crashing down. Pharma cares a great deal about this. Without Adherence, Patient Outcomes suffer – which literally translates into unstable and/or deteriorating health. The Patient certainly cares about this, but, so do the Payers.  Poor adherence to both medication prescriptions and the lifestyle prescriptions that often accompany them, are of great interest to payers, who time after time, are on the hook to pay for major medical procedures that may result of poor Adherence, and they also are on the hook for unnecessary hospital readmissions and/or doctor consultations.

 

What we now understand is that while the different agents who have a variety of roles in managing the well being of the patient may care about the patient for vastly different reasons, we can provide tools to empower the Patient, which in turn positively impacts variables that agents with the ability to fund these tools care about deeply.  And although we have not yet addressed the mixed motivations and complex business models of Hospitals(who in many cases are not yet incentivized to try and reduce volumes), we believe that hospital business models will not be the primary driver that we need to cater to. In addition, while we propose that Virtual Reality based tools will redirect healthcare transactions away from the brick-and-mortar office, we recognize that doctors looking to grow their businesses, need to do more than simply increase transaction volumes anyway. So for these agents within the system, we provide optimization and efficiency  that enables an increase transaction volume capacity, in a manner that actually improves patient care, and provides a means of leveraging a truly scarce resource(the in-office visit) for situations that truly require this type of haptic service. Not only is this coordination of need to the extreme benefit of under-served populations and elderly, it is also in line with the precise methods that business-oriented doctors employ to increase cash flow.  So who does not benefit from Virtual Reality based patient care?  We will keep a sharp lookout as we proceed, and see if we can answer that question

 

Begins in the lab with clinical trials

 

            Virtual Reality kicks off its role as an essential scientific tool by providing a next generation version of what computers first started doing in the lab: running simulations.  Generally speaking the less abstract the experiment, the more intuitive the results will be, and the more efficiently the results can be applied to real cases. 

            Many kinds of lab work begin with data that is compiled to represent a sampling of patients who form section of the intended target demographic.  Variables that represent the sample population’s physiology are fed into a computer which may also be integrated with a pharmacokinetic drug database. Buttons are pushed, computations are done, and reams of numbers are produced.  In some cases we are able to visually represent the output as a chart or graph, and this helps tremendously.  In all of our work with sample populations and variable output, we have never once seen a chart or graph that resembled a patient.  Fortunately, lots of very smart dedicated people are employed to extrapolate, interpolate, and otherwise translate the charts and graphs into a meaningful shape and consistency that resembles a sample population that now, may be the actual queue that has formed to partake in the clinical trial.  Time has elapsed, must time has been spent overlaying data onto to our living breathing test subjects. What we think, and what we know is that it would all be much easier if the clinical trials test subjects EMR-based data was seamlessly fed into our Virtual Reality based population of physiologically correct avatars, who happen to inhabit an environment that is ideally configured for clinical trials testing.  Now, if we take our pharmacokinetic drug engines, and handshake them with our avatars(who do have hands!), we can apply the subject medications to fully rendered versions of our actual patients, and see the simulation occur in a highly visual manner, that requires far less interpretation, and certainly less tuning to meet our real test subjects.  Of course there are certain aspects of the testing that the scientists care a great deal about, that is not of interest to the test subject, but we recognize that this is true(in almost every industry) and through the use of Engagement Skins, we overlay a visualization package that provides both scientist and patient with the information that they want to see, in a format that not only fulfills the need to communicate information, but also creates a compelling portal for work, education, and, because we are using Virtual Reality, interaction and communication. So what does this all mean to the patient, and why is it important? For drugs to work on patients, the drugs must get into the patient’s body, which generally means the patient must put them there.  We know that at least some of the time, people do not Adhere because they have not connected with their ailment in such as way that they become motivated to engage with their ability to impact their own health. Why the disconnect? Broken bones aside, many ailments are abstracted from the plane of what is easily discernable to the patient. This can lead to a state of “out of comprehension, out of mind”.  While this may seem counter-intuitive when the patient has been told the seriousness of the ailment, and the dire need to medicate, but we don’t make the rules, we just seek to understand them, and do something about it.  What can we do about it? Again, using the tools derived from, and tested in the lab, we can apply an Engagement Skin Appropriate to the patient, enable the patient to control the Virtual rendering of the themselves, and when they have succumbed to the immersive draw of virtual environments, we demonstrate with a high degree of realism, exactly what their body is struggling with, and exactly how the medication will work towards improving whatever it is that is wrong.  The Patient does not need to interpret what they see. The simulation and impact on the Patient is at no point dis-intermediated by a cloud of “science/medical fuzz” that defies layperson comprehension. Rather, they see themselves on the screen(with a photorealistic rendered head), they connect with their manifested medical state, not because it looks like a chart of scribbling on a pad, but because it looks like themselves.  Better yet, if the ailment is “hidden”, like high blood pressure or high cholesterol, we can show the patient precisely what their arteries look like, or just how hard their heart is working.  We can represent these visualizations with any degree of realism or sensationalism, depending on what is appropriate.  And when the patient leaves the lab, or leaves the doctor’s office with an RX to take to the pharmacy, they are also leaving with a WX(Website Prescription) that gives them “doctor prescribed” access to a portal, that they can access at home, to see everything that they saw in the lab, and like in the lab, they are in the driver’s seat. From their study at home, or their office, they can see exactly what will happen if they stop their meds. They can see what will happen if they keep taking them. 

We work with remote monitoring providers who supply biometric devices. We can take this data as an input, apply it in real time to the virtual patient, and the real patient can get not only up to the second physiological information intuitively presented to them, they can also see their history. Fast forward, rewind, replay. Intangible, unsensed changes are made real. The Patient is engaged. 

Predictive modeling provides data, but this data is only impactful to the patient if it is presented in a manner that they can truly engage with.  Predictive modeling visualization, combined with narratives that describe how the predictive data will be manifested within the patient(“with these types of numbers, you should be feeling like…”), and credibility that comes with predictive narratives aligning with the patient’s reality, and the ability of the patient to poll a community of like-patients to get their experiences, equals a powerful medium for taking the abstract, and making it real.

 

Adherence begins in the lab.  It begins with clinical trials. It begins by taking an additional look at the test subjects, and recording what we find.  The emphasis is always on the patient history variables that have been determined to be of importance in determining the medications effectiveness in combating the target ailment.  But, to quote C. Everett Koop, M.D., the former U.S. Surgeon General, “Drugs don’t work in patients who don’t take them.”  There are many reasons why people may not take medications that have been prescribed to them, but one thing is for sure, an authority figure issuing instructions to Adhere, is generally not enough of a driving force to ensure good levels of Adherence.  What we also know is that

                       

Drug Promotion and Education to HCP’s

            HCP’s are well accustomed to receiving education on drugs via web portals that have been established by the drug manufacturers.  These sites leverage the best technology afforded by web1.0 tools.  In some cases, these portals enable the HCP to view cases studies, or data that has been collected to fit basic patient profiles.

            Virtual Reality is a natural extension of a service that already reaches into the doctor’s office and onto the screen of doctor looking to come up to speed on a medications designations and applications. What Virtual reality can do that web1.0 cannot is present real patient data in a format that does not need to be extensively interpreted.  Our Virtual Reality tools bring two discrete technologies, EMR and Pharmacokinetics, together into to a fully rendered, interactive and relevant environment. The HCP needs to be spend less time researching, less time interpreting barely relevant case studies, and now has more time to consider and decide if the medication is the best course of action for the patient.  Visualized differential analysis using real patient data and pharmacokinetic drug models reduces time-to-decision, and the potential for mis-application.  In addition, the ability to work with real patient data enables the HCP to integrate Adherence history data, resulting in an effective AX(Adherence Prescription) which can be written for patient at the time of writing the RX.  The unique properties of Virtual Reality will enable many AX’s to  be filled via an WX(web prescription) granting access to the patient to an Adherence Profile-matching virtual environment.

 

Adherence History(AHX) and Adherence Prescriptions(ARX)

 

Adherence is a common word when we talk about medications, but what we think many people don't consider is that Adherence is a process that is applicable to just about everything in our lives, and we don't mean obvious things like "adhering to a diet", we mean: teenage use of texting could be described in Adherence language, a drug addicts' use of drugs could be described as Adherence, taking the car for maintenance, getting your nails done. These all consist of protocols that are easily followed or not, and the length of time for which they are followed can be considered in terms of persistence. How about Religion? your job? same basic formula. There is a protocol that describes the methods that need to be followed to maintain the prescription, and there is a length of time over which the protocol is followed. For almost every activity, adherence will wax and wane. This is true for drug addicts, teenage texters, religious folk, and everyone else.

 

Broadening our field of analysis when we consider adherence is interesting because when we talk about adherence, the conversation is almost always dominated by "negative adjustments" that must be adhered to. Fine.  We understand.  People who don’t like to exercise, or who need to eat less junk food, need to make what they perceive as "negative adjustments" to their lives. Or in other words, the level of pleasurable activity they are accustomed to is being curtailed, and the perception of this requirement is "negative but necessary".  

 

Lets now consider activities which are inherently pleasurable, and should not need to be curtailed(due to adverse effects) but demonstrate waxing and waning adherence.  We use  Mafia Wars on Face Book as an example.   It failed to engage our research team, but it has succeeded with 5 million other people. These folks comply with the protocol: they press the buttons, do the jobs, make the money, etc.  And they persist.  Every day, lots of times every day....make the money, do the job, click, click.  So now we have a sample size of 5m people clicking away daily.   All pleasure.   They are not gaining weight, cholesterol is not going up, etc. but........after awhile.......game players stop playing.  If this were not true, everyone today would still be obsessed with Pac Man.  So what happens? Why stop adhering to such an entertaining protocol? Boredom, popularity shifts, competing games, who knows.  What is important is that even the most purely pleasurable activities see Adherence wax and wane.  We need to know exactly why this is, in order to understand why people do not Adhere to health prescriptions.

 

The solution is Adherence Profiles. Adherence Profiles are constructed by gathering data that describes a patients lifelong performance in regards to a myriad of activities: from brushing teeth, to watching football, to mowing the lawn, religion, etc. The point is: we must accept that there are unique profiles that describe a person’s track record to adhere to anything. Through the definition and analysis of this profile, we can then construct an Adherence Program that will best suit the patient.

 

Adherence Program may in many ways be exactly the same, but the essential difference will be an "Engagement Skin", which is an overlay on top of a common infrastructure, designed to provide an engaging Adherence Program to align with an Adherence Profile.  Virtual Reality is the only medium that bring all of the resources required to make this possible, in healthcare, but the concept of engagement overlays is a proven technique in digital entertainment. Same customer base, different application of a proven technique.

 

How Virtual Reality addresses Persistence

            Patients fail with Adherence for a variety of reasons that include: lack of understanding, and undesirable sides.  Patients who want to persist, but feel that they need support, quite often seek out other patients who are like themselves: suffering from an ailment and looking for support, information, and a safe environment comprised of patients like themselves. This search for community is evidenced by the popularity of web portals that enable this sort of gathering through message boards and chat.  We have also seen the rise of Virtual Reality deployed for the benefit of patient groups.  What we have not seen is the right combination of an engaging environment, combined with safety, and wrapped in medical authority.  We believe that as an extension of drug promotion, and with the goal being patient Outcomes driven by adherence, a Virtual Reality based community, that is properly sanctioned, provides safety, and can only be accessed by doctor prescription, provides the right combination of captivating attributes needed to make great strides in Adherence.  The WX represents authority and safety, certification and regulation ensures accuracy. Combined with Virtual Reality, the patient now has access to special resources tailored to meet their unique needs, provided via a mechanism that brings their health to starting lifelike visualization and interaction, and the means to communicate and receive knowledge and support. This is a powerful combination of patient-engaging services that have never before been aggregated in such a compelling way(if at all).       

 

Accessibility and Affordability

            Virtual Reality based health services are not only effective and unique, they are universally accessible and affordable.  Cost should not be a factor when supplying meaningful solutions that can and do impact patient outcomes.  Under-served populations and mobility restricted demographics are among those that can benefit tremendously.  Combined with Payer-recognized Online Consultations facilitated via EMR infrastructure, not only will more people be able to receive needed care, we will be able to redirect a critical mass of in-office consultations to the Virtual Reality platform. While the AMA estimates that as much as 70% of the current volume of in-office consultations could be handled effectively using digital communication, current Online Consultation methods will only be suitable to facilitate a small percentage of the volume identified by the AMA.  The unique qualities of Virtual Reality not only enable us to facilitate the majority of volume targeted by the AMA without sacrificing quality of care, we believe that that there are many inherent deficiencies associated with in-office consultations that we can improve, such that in a variety of cases, Online Virtual Consultations will be perceived as more desirable and effective than in-office visits.

           

Conclusion: Outcomes and General Patient Health as impacted by Virtual Reality

            In our ongoing study, collaborations, and implementations, we will not only discover and publish the useful information regarding Best Practices and efficient methods of work, we will also be able to quantify the meaningful improvements in Patient Outcomes as archived through the introduction of Virtual Reality in healthcare.

 

In our ongoing work, we are cognizant that: Adherence Strategy must be diversified, The Patient must be served, and that Payers and Makers must be educated to the benefits of Virtual reality in healthcare.

 

The good news for Innovation and Patient Care is that The Perfect Storm is brewing in Healthcare:

-          Regulation is forcing change in an industry that is change averse

-          The Supply/Demand requires the introduction of new methods of work

-          The healthcare industry’s systemic challenges require a disruptive technology to be part of the fix

-          The required disruptive technology is now available for the first time: Virtual Reality

 

 

 

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