Location

Suwanee, GA

Start Date

15-5-2018 1:00 PM

Description

Objectives: Our goal was to introduce our community to ways that creative or technological arts intersect with the healing arts. The event brought our community together for fun and stress relief, while teaching about different aspects of medical education, patient education, and therapy.

Methods: Drawing on the expertise of staff outside of the Library allowed us to enrich programming and make it interprofessional. The event had four components: Graphic Medicine, Art and Music Therapy, Gaming Technologies, and Health and Wellness. Each station included an example of the component, description of the modality, and a digital literature list.

Results: We asked attendees to fill out a satisfaction survey indicating whether they liked, were indifferent to, or disliked the station. Survey completion at each station ranged from 14-55; however, not all attendees filled out the survey. We received verbal feedback from station moderators, attendees, and passers-by that will help improve future events. Responses to each station were overwhelmingly positive, and many expressed their excitement for next year’s event.

Conclusions: Our analysis revealed areas for improvement. We noticed that stations that had interactive elements resulted in more engagement. Stations without interactive components received more traffic, but the audience spent less time at the station and were less engaged. Because of these results, we plan to incorporate an activity into each station next year.

Embargo Period

8-14-2018

COinS
 
May 15th, 1:00 PM

Art, Technology, Medicine: Creativity and Innovation in the Health Sciences

Suwanee, GA

Objectives: Our goal was to introduce our community to ways that creative or technological arts intersect with the healing arts. The event brought our community together for fun and stress relief, while teaching about different aspects of medical education, patient education, and therapy.

Methods: Drawing on the expertise of staff outside of the Library allowed us to enrich programming and make it interprofessional. The event had four components: Graphic Medicine, Art and Music Therapy, Gaming Technologies, and Health and Wellness. Each station included an example of the component, description of the modality, and a digital literature list.

Results: We asked attendees to fill out a satisfaction survey indicating whether they liked, were indifferent to, or disliked the station. Survey completion at each station ranged from 14-55; however, not all attendees filled out the survey. We received verbal feedback from station moderators, attendees, and passers-by that will help improve future events. Responses to each station were overwhelmingly positive, and many expressed their excitement for next year’s event.

Conclusions: Our analysis revealed areas for improvement. We noticed that stations that had interactive elements resulted in more engagement. Stations without interactive components received more traffic, but the audience spent less time at the station and were less engaged. Because of these results, we plan to incorporate an activity into each station next year.