scholarly journals Participatory Design of an Activities-Based Collective Mentoring Program in After-School Care Settings: Connect, Promote, and Protect Program (Preprint)

2020 ◽  
Author(s):  
Alyssa C Milton ◽  
Elizabeth Stewart ◽  
Laura Ospina-Pinillos ◽  
Tracey Davenport ◽  
Ian B Hickie

BACKGROUND Out of school hours care (OSHC) services provide a unique opportunity to deliver early intervention programs to enhance primary school–aged children’s social, emotional, physical, and cognitive well-being; however, such programs are currently lacking. OBJECTIVE This study aims to address the lack of well-being programs for children accessing OSHC services in the research literature by using participatory design (PD) to collaboratively develop and test an OSHC well-being program—the connect, promote, and protect program (CP3). METHODS The study employed methods of PD, user (acceptance) testing, and iterative knowledge translation to develop a novel well-being program framework—CP3—with key stakeholders (eg, children, OSHC staff, volunteers, families, clinicians, educators, and researchers). Thematic techniques were used to interpret and translate the qualitative information obtained during the research and design cycles. RESULTS The co-design process generated the CP3 model, which comprises a group-based mentoring approach to facilitate enhanced activities in OSHC settings. Activities are underpinned by 4 key principles of program delivery: build well-being and resilience, broaden horizons, inspire and engage, and connect communities. CONCLUSIONS To our knowledge, the CP3 program is the first co-designed well-being program developed specifically for OSHC services. This co-design process is key to ensuring local community needs—particularly those of young people accessing OSHC—are met and that these individuals are meaningfully and actively involved in all stages of the research and design process, from conception to implementation, evaluation, and continuous improvement. CLINICALTRIAL

10.2196/22822 ◽  
2021 ◽  
Vol 4 (2) ◽  
pp. e22822
Author(s):  
Alyssa C Milton ◽  
Elizabeth Stewart ◽  
Laura Ospina-Pinillos ◽  
Tracey Davenport ◽  
Ian B Hickie

Background Out of school hours care (OSHC) services provide a unique opportunity to deliver early intervention programs to enhance primary school–aged children’s social, emotional, physical, and cognitive well-being; however, such programs are currently lacking. Objective This study aims to address the lack of well-being programs for children accessing OSHC services in the research literature by using participatory design (PD) to collaboratively develop and test an OSHC well-being program—the connect, promote, and protect program (CP3). Methods The study employed methods of PD, user (acceptance) testing, and iterative knowledge translation to develop a novel well-being program framework—CP3—with key stakeholders (eg, children, OSHC staff, volunteers, families, clinicians, educators, and researchers). Thematic techniques were used to interpret and translate the qualitative information obtained during the research and design cycles. Results The co-design process generated the CP3 model, which comprises a group-based mentoring approach to facilitate enhanced activities in OSHC settings. Activities are underpinned by 4 key principles of program delivery: build well-being and resilience, broaden horizons, inspire and engage, and connect communities. Conclusions To our knowledge, the CP3 program is the first co-designed well-being program developed specifically for OSHC services. This co-design process is key to ensuring local community needs—particularly those of young people accessing OSHC—are met and that these individuals are meaningfully and actively involved in all stages of the research and design process, from conception to implementation, evaluation, and continuous improvement.


Author(s):  
Bruno Giesteira ◽  
Joana Silva ◽  
Teresa Sarmento ◽  
Paulo Abreu ◽  
Maria Teresa Restivo

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.


10.2196/22507 ◽  
2020 ◽  
Vol 4 (11) ◽  
pp. e22507
Author(s):  
Menna Brown ◽  
Nic Hooper ◽  
Parisa Eslambolchilar ◽  
Ann John

Background Positive emotional well-being is associated with healthier lifestyle choices and overall health function, whereas poor mental health is associated with significant economic and psychological costs. Thus, the development of effective interventions that improve emotional well-being is crucial to address the worldwide burden of disease. Objective This study aims to develop a web-based emotional well-being intervention for use by health care staff using participatory design to consider adherence and engagement from a user perspective. Methods A 3-staged iterative participatory design process was followed, including multiple stakeholders: researchers, computer scientists, mental health experts, and health care staff. Stage 1 used document analyses, direct observation, and welcome interviews; stage 2 used focus group discussions, rapid prototyping, and usability tasks; and stage 3 evaluated a high-fidelity prototype. Results Different health care staff (N=38) participated during a sustained period. A structured, sequential, automated, 12-week, web-based emotional well-being intervention based on acceptance and commitment therapy was developed. Freely navigated psychoeducational resources were also included. Conclusions The iterative and collaborative participatory design process successfully met its objectives. It generated an in-depth understanding of well-being within the workplace and identified barriers to access. The 3-staged process ensured that participants had the opportunity to explore and articulate criteria relevant to their roles over time and reflect on decisions made at each stage.


Author(s):  
Ittay Mannheim ◽  
Ella Schwartz ◽  
Wanyu Xi ◽  
Sandra C. Buttigieg ◽  
Mary McDonnell-Naughton ◽  
...  

Digital technology holds a promise to improve older adults’ well-being and promote ageing in place. However, there seems to be a discrepancy between digital technologies that are developed and what older adults actually want and need. Ageing is stereotypically framed as a problem needed to be fixed, and older adults are considered to be frail and incompetent. Not surprisingly, many of the technologies developed for the use of older adults focus on care. The exclusion of older adults from the research and design of digital technology is often based on such negative stereotypes. In this opinion article, we argue that the inclusion rather than exclusion of older adults in the design process and research of digital technology is essential if technology is to fulfill the promise of improving well-being. We emphasize why this is important while also providing guidelines, evidence from the literature, and examples on how to do so. We unequivocally state that designers and researchers should make every effort to ensure the involvement of older adults in the design process and research of digital technology. Based on this paper, we suggest that ageism in the design process of digital technology might play a role as a possible barrier of adopting technology.


2013 ◽  
Vol 6 (4) ◽  
pp. 127-168 ◽  
Author(s):  
Kathleen Connellan ◽  
Mads Gaardboe ◽  
Damien Riggs ◽  
Clemence Due ◽  
Amanda Reinschmidt ◽  
...  

OBJECTIVE:To present a comprehensive review of the research literature on the effects of the architectural designs of mental health facilities on the users.BACKGROUND:Using a team of cross-disciplinary researchers, this review builds upon previous reviews on general and geriatric healthcare design in order to focus on research undertaken for mental health care facility design.METHODS:Sources were gathered in 2010 and 2011. In 2010 a broad search was undertaken across health and architecture; in 2011, using keywords and 13 databases, researchers conducted a systematic search of peer reviewed literature addressing mental health care and architectural design published between 2005 to 2012, as well as a systematic search for academic theses for the period 2000 to 2012. Recurrent themes and subthemes were identified and numerical data that emerged from quantitative studies was tabulated.RESULTS:Key themes that emerged were nursing stations, light, therapeutic milieu, security, privacy, designing for the adolescent, forensic facilities, interior detail, patients' rooms, art, dementia, model of care, gardens, post-occupancy evaluation, and user engagement in design process. Of the 165 articles (including conference proceedings, books, and theses), 25 contained numerical data from empirical studies and 7 were review articles.CONCLUSIONS:Based on the review results, especially the growing evidence of the benefits of therapeutic design on patient and staff well-being and client length of stay, additional research questions are suggested concerning optimal design considerations, designs to be avoided, and the involvement of major stakeholders in the design process.


2020 ◽  
Author(s):  
Menna Brown ◽  
Nic Hooper ◽  
Parisa Eslambolchilar ◽  
Ann John

BACKGROUND Positive emotional well-being is associated with healthier lifestyle choices and overall health function, whereas poor mental health is associated with significant economic and psychological costs. Thus, the development of effective interventions that improve emotional well-being is crucial to address the worldwide burden of disease. OBJECTIVE This study aims to develop a web-based emotional well-being intervention for use by health care staff using participatory design to consider adherence and engagement from a user perspective. METHODS A 3-staged iterative participatory design process was followed, including multiple stakeholders: researchers, computer scientists, mental health experts, and health care staff. Stage 1 used document analyses, direct observation, and welcome interviews; stage 2 used focus group discussions, rapid prototyping, and usability tasks; and stage 3 evaluated a high-fidelity prototype. RESULTS Different health care staff (N=38) participated during a sustained period. A structured, sequential, automated, 12-week, web-based emotional well-being intervention based on acceptance and commitment therapy was developed. Freely navigated psychoeducational resources were also included. CONCLUSIONS The iterative and collaborative participatory design process successfully met its objectives. It generated an in-depth understanding of well-being within the workplace and identified barriers to access. The 3-staged process ensured that participants had the opportunity to explore and articulate criteria relevant to their roles over time and reflect on decisions made at each stage.


Author(s):  
Sara Namazi ◽  
Rajashree Kotejoshyer ◽  
Dana Farr ◽  
Robert A. Henning ◽  
Diana C. Tubbs ◽  
...  

Correctional officers (COs) are exposed to a number of occupational stressors, and their health declines early in their job tenure. Interventions designed to prevent early decline in CO health are limited. This article describes the development, implementation, and evaluation of a one-year peer health mentoring program (HMP) guided by Total Worker Health® principles and using a participatory action research to collectively address worker safety, health, and well-being of newly hired COs. The HMP aimed to provide new COs with emotional and tangible forms of support during their first year of employment, including peer coaching to prevent early decline in physical fitness and health. The development and implementation of the HMP occurred across five main steps: (1) participatory design focus groups with key stakeholders; (2) adaptation of an existing mentoring handbook and training methods; (3) development of mentor–mentee recruitment criteria and assignment; (4) designing assessment tools; and (5) the initiation of a mentor oversight committee consisting of union leadership, corrections management, and research staff. Correctional employee engagement in the design and implementation process proved to be efficacious in the implementation and adaptation of the program by staff. Support for the HMP remained high as program evaluation efforts continued.


2018 ◽  
Vol 7 (2) ◽  
pp. 36-51
Author(s):  
Tariq Zaman ◽  
Hasnain Falak

For more than three decades, designers have been increasingly involved in various design activities through a large number of participatory design projects in indigenous communities. To understand the indigenous information taxonomies, the designers need active participation and engagement of the local community in the design process. Designers are in the continuous quest for methods and tools that can work as “all-in-one solutions.” However, every project is unique, and it is necessary to decide which design approach, method and tool to use in a specific context. This article covers the experiences of the community-driven design process in the development of indigenous knowledge management systems in a rural site of Borneo. The authors' endeavors lead them to question the validity of techniques and interpretations of interactions originating from a Western scientific paradigm and pursue the creation of an indigenous HCI paradigm to frame design methods. It hoped that the experience will help designers to understand the importance of local communities' active engagement in the design process.


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