scholarly journals ‘Everyone is different’: Seeking consensus, determining priorities and decision making in the AIMhi-Y App second phase participatory design project (Preprint)

2021 ◽  
Author(s):  
Josie Povey ◽  
Michelle Sweet ◽  
Tricia Nagel ◽  
Anne Lowell ◽  
Fiona Shand ◽  
...  

BACKGROUND Participatory Design methodology is commonly used to engage youth in the co-design of digital mental health (dMH) resources. However, challenges with this approach such as selection bias, differing user preferences, tensions between formative and summative research methods and adequate resourcing have been reported [1, 2]. In response to limited reporting of co-design processes in the literature, in this paper we provide an in-depth account of the processes used in the second phase of Participatory Design in development of the Aboriginal and Islander Mental Health initiative for youth (AIMhi-Y) Application. OBJECTIVE In response to limited reporting of co-design processes in the literature, in this paper we provide an in-depth account of the processes used in the second phase of Participatory Design in development of the Aboriginal and Islander Mental Health initiative for youth (AIMhi-Y) Application. METHODS A first idea prototype, generated from a formative phase of the AIMhi-Y project [3], was refined through a series of youth co-design workshops, integration of the scientific literature, six service provider interviews and engagement with an Indigenous Youth Reference Group (IYRG). Generative design strategies, storyboarding, discussion and voting strategies were used. RESULTS Throughout this participatory design project, we identified app features preferred by participants and assessed their alignment with current recommendations and scientific literature. Findings from the co-design process are presented across nine app characteristic domains. Integration of findings into app design proved complex. Although we were able to include most preferred features identified by youth to some degree, the available budget restricted what was able to be integrated into the prototype and a process of prioritisation was required. CONCLUSIONS Participatory design is often cited in the development of dMH resources; however, methods are diverse and often lack detailed description. This study reports processes and strategies used to seek consensus and determine priorities in the development of a dMH resource for Aboriginal and Torres Strait Islander youth, providing an example to inform others seeking to use participatory design with a similar cohort.

10.2196/19532 ◽  
2021 ◽  
Vol 23 (2) ◽  
pp. e19532
Author(s):  
Alyssa Clare Milton ◽  
Ashlea Hambleton ◽  
Mitchell Dowling ◽  
Anna Elizabeth Roberts ◽  
Tracey Davenport ◽  
...  

Background The recent Australian National Agenda for Eating Disorders highlights the role technology can play in improving accessibility and service development through web-based prevention, early access pathways, self-help, and recovery assistance. However, engagement with the eating disorders community to co-design, build, and evaluate these much-needed technology solutions through participatory design processes has been lacking and, until recently, underresourced. Objective This study aims to customize and configure a technology solution for a nontraditional (web-based, phone, email) mental health service that provides support for eating disorders and body image issues through the use of participatory design processes. Methods Participants were recruited chiefly through the Butterfly National Helpline 1800 ED HOPE (Butterfly’s National Helpline), an Australian-wide helpline supporting anyone concerned by an eating disorder or body image issue. Participants included individuals with lived experience of eating disorders and body image issues, their supportive others (such as family, health professionals, support workers), and staff of the Butterfly Foundation. Participants took part in participatory design workshops, running up to four hours, which were held nationally in urban and regional locations. The workshop agenda followed an established process of discovery, evaluation, and prototyping. Workshop activities included open and prompted discussion, reviewing working prototypes, creating descriptive artifacts, and developing user journeys. Workshop artifacts were used in a knowledge translation process, which identified key learnings to inform user journeys, user personas, and the customization and configuration of the InnoWell Platform for Butterfly’s National Helpline. Further, key themes were identified using thematic techniques and coded in NVivo 12 software. Results Six participatory design workshops were held, of which 45 participants took part. Participants highlighted that there is a critical need to address some of the barriers to care, particularly in regional and rural areas. The workshops highlighted seven overarching qualitative themes: identified barriers to care within the current system; need for people to be able to access the right care anywhere, anytime; recommendations for the technological solution (ie, InnoWell Platform features and functionality); need for communication, coordination, and integration of a technological solution embedded in Butterfly’s National Helpline; need to consider engagement and tone within the technological solution; identified challenges and areas to consider when implementing a technological solution in the Helpline; and potential outcomes of the technological solution embedded in the Helpline relating to system and service reform. Ultimately, this technology solution should ensure that the right care is provided to individuals the first time. Conclusions Our findings highlight the value of actively engaging stakeholders in participatory design processes for the customization and configuration of new technologies. End users can highlight the critical areas of need, which can be used as a catalyst for reform through the implementation of these technologies in nontraditional services.


10.2196/28342 ◽  
2021 ◽  
Author(s):  
Josie Povey ◽  
Michelle Sweet ◽  
Tricia Nagel ◽  
Anne Lowell ◽  
Fiona Shand ◽  
...  

2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


2020 ◽  
Author(s):  
Alyssa Clare Milton ◽  
Ashlea Hambleton ◽  
Mitchell Dowling ◽  
Anna Elizabeth Roberts ◽  
Tracey Davenport ◽  
...  

BACKGROUND The recent Australian National Agenda for Eating Disorders highlights the role technology can play in improving accessibility and service development through web-based prevention, early access pathways, self-help, and recovery assistance. However, engagement with the eating disorders community to co-design, build, and evaluate these much-needed technology solutions through participatory design processes has been lacking and, until recently, underresourced. OBJECTIVE This study aims to customize and configure a technology solution for a nontraditional (web-based, phone, email) mental health service that provides support for eating disorders and body image issues through the use of participatory design processes. METHODS Participants were recruited chiefly through the Butterfly National Helpline 1800 ED HOPE (Butterfly’s National Helpline), an Australian-wide helpline supporting anyone concerned by an eating disorder or body image issue. Participants included individuals with lived experience of eating disorders and body image issues, their supportive others (such as family, health professionals, support workers), and staff of the Butterfly Foundation. Participants took part in participatory design workshops, running up to four hours, which were held nationally in urban and regional locations. The workshop agenda followed an established process of discovery, evaluation, and prototyping. Workshop activities included open and prompted discussion, reviewing working prototypes, creating descriptive artifacts, and developing user journeys. Workshop artifacts were used in a knowledge translation process, which identified key learnings to inform user journeys, user personas, and the customization and configuration of the InnoWell Platform for Butterfly’s National Helpline. Further, key themes were identified using thematic techniques and coded in NVivo 12 software. RESULTS Six participatory design workshops were held, of which 45 participants took part. Participants highlighted that there is a critical need to address some of the barriers to care, particularly in regional and rural areas. The workshops highlighted seven overarching qualitative themes: identified barriers to care within the current system; need for people to be able to access the right care anywhere, anytime; recommendations for the technological solution (ie, InnoWell Platform features and functionality); need for communication, coordination, and integration of a technological solution embedded in Butterfly’s National Helpline; need to consider engagement and tone within the technological solution; identified challenges and areas to consider when implementing a technological solution in the Helpline; and potential outcomes of the technological solution embedded in the Helpline relating to system and service reform. Ultimately, this technology solution should ensure that the right care is provided to individuals the first time. CONCLUSIONS Our findings highlight the value of actively engaging stakeholders in participatory design processes for the customization and configuration of new technologies. End users can highlight the critical areas of need, which can be used as a catalyst for reform through the implementation of these technologies in nontraditional services.


Author(s):  
Santiago M. Pardo-García

Open Source (OS) philosophy can cause important effects both in the design processes and in the professional role of designers. It started as a computer science phenomenon and has rapidly spread to other fields, such as architecture and urban planning. However, there are few studies reflecting about its impact, and there are not guidelines for managing its possible consequences. This article offers some insights considering three main sources: (1) current OS experiences in architecture and urban planning, (2) past traditional and participatory design strategies, and (3) works in computer science about OS. These three topics are conceptually linked using as an index some OS attributes expressed in the OS initiative definition. With that background, guidelines are finally proposed. The article demonstrates that current OS initiatives in architecture and urbanism have many similarities with past design processes and recent computer science experiences. Both subjects can be used as precedents in order to adequately incorporate and adapt OS thinking, a revolution that, depending on the managing skills, could improve the quality of the design and the designer's profession, or provoke a crisis in the current professional model.


2021 ◽  
Author(s):  
Eivind Flobak ◽  
Emilie Sektnan Nordby ◽  
Frode Guribye ◽  
Robin Kenter ◽  
Tine Nordgreen ◽  
...  

BACKGROUND When designing online interventions, it is important to adapt the therapeutic content to the values and needs of the target group. Adults with attention deficit hyperactivity disorder (ADHD) represent a heterogeneous group experiencing a wide range of both strengths and difficulties related to the core symptoms of the diagnosis. An online intervention attuned to their needs is expected to support them in their everyday lives. OBJECTIVE This paper describes and evaluates a participatory process used to produce content for an online intervention for adults with ADHD relevant to their experiences and needs. The main objective of this process was to produce video vignettes that clarify core training principles of the intervention by establishing connections between the content and the participants' everyday experiences. METHODS In this paper, we report on the qualitative data related to the design and evaluation of video vignettes for an online intervention. Our research was conducted in two phases. In the first phase, 12 adults with ADHD, 2 clinicians, and 2 research assistants participated in the production of video vignettes for the online intervention. In the second phase, we collected qualitative feedback on the videos from participants (n=109) that followed a clinical trial of the intervention. After the trial, a subgroup of the participants (n=7) was interviewed in-depth regarding their experiences with the videos. The qualitative data were analyzed using thematic analysis. RESULTS In the first phase, the participants with ADHD contributed with experiences from everyday situations they qualified as challenging. In the process, we navigated between therapeutic principles and the participants' experiential perspectives to create content relevant and consistent with the target group's values and experiences. In the thematic analysis of the second phase, we identified three themes related to the participants experiences and interpretation of the video vignettes: (1) recognition of ADHD-related challenges, (2) connection with the characters and the situations, and (3) video protagonists as companions and role models for change. CONCLUSIONS A participatory design process for designing online mental health interventions can be used to probe and balance between the therapeutic principles defined by clinicians and the participants’ experiences of mental health issues in the production of therapeutic content. In our study, the inclusion of video vignettes in an online intervention enabled a contextualized and relevant presentation of everyday experiences and psychosocial factors in the life of an adult with ADHD. CLINICALTRIAL https://clinicaltrials.gov/ct2/show/NCT04511169


2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


1999 ◽  
Vol 20 (1) ◽  
pp. 10-15 ◽  
Author(s):  
Babak A. Farshchian ◽  
Monica Divitini

2021 ◽  
pp. 102753
Author(s):  
Tosin Yinka Akintunde ◽  
Taha Hussein Musa ◽  
Hassan Hussein Musa ◽  
Idriss Hussein Musa ◽  
Chen Shaojun ◽  
...  

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