scholarly journals The Potential and Challenges of Digital Well-Being Interventions: Positive Technology Research and Design in Light of the Bitter-Sweet Ambivalence of Change

2018 ◽  
Vol 9 ◽  
Author(s):  
Sarah Diefenbach
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


2020 ◽  
Vol 34 (1) ◽  
pp. 100-110 ◽  
Author(s):  
Courtney Nations Azzari ◽  
Stacey Menzel Baker

Purpose This paper offers key methodological insights for scholars new to qualitative transformative service research (TSR). Design/methodology/approach The paper offers ten lessons on conducting qualitative TSR that the authors have gleaned, across more than 30 years (combined) of qualitative inquiries and engagement with other scholars conducting and publishing what may be now termed TSR. Findings The key lessons of conducting qualitative TSR work include: displaying ethics in conducting and presenting qualitative TSR; preparing for and understanding the research context; considering design, mechanics and technical elements; being participant-centric; co-creating meaning with participants; seeking/using diverse types of data; analyzing data in an iterative fashion, including/respecting multiple perspectives; presenting evidence in innovative ways; and looking inward at every stage of the research process. Social implications The paper provides implications for addressing the vulnerability of both research participants and researchers with the aim of improving research methods that lead to improved service research and well-being outcomes. Originality/value Clearly, the complexity and importance of the social problems TSR scholars investigate – poverty, war, disaster recovery, inadequate healthcare – requires preparation for how to engage in transformative service research. Importantly, the paper fits with recent persistent calls within the broader literature of services marketing to: use service research and design to create “uplifting changes” within society and broaden the paradigmatic underpinnings of service research to include dynamic, process-oriented approaches, which capture the dynamic and relational aspects of service ecosystems.


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.


Author(s):  
John Knight

The goal of HCI research and design has been to deliver universal usability. Universal usability is making interfaces to technology that everyone can access and use. However, this goal has been challenged in recent times. Critics of usability (e.g., Eliot, 2002) have argued that usability “dumbs down” the user-experience to the lowest common denominator. The critics propose that focusing on ease of use can ignore the sophistication of expert users and consumers. At the same time, researchers have begun to investigate suprafunctional qualities of design including pleasure (Jordan, 2000), emotion (Norman, 2003), and fun. While recent discussions in HCI have bought these questions to the surfaces, they relate to deeper philosophical issues about the moral implications of design. Molotch (2003, p. 7), states that: Decisions about what precisely to make and acquire, and when, where, and how to do it involve moral judgements about what a man is, what a woman is, how a man ought to treat his aged parents…how he himself should grow old, gracefully or disgracefully, and so on. One response to this moral dilemma is to promote well-being rather than hedonism as an ethical design goal.


2005 ◽  
Vol 10 (1) ◽  
pp. 100-123 ◽  
Author(s):  
Monika Büscher

Video is an important new instrument for sociological research, sometimes welcomed as the ‘microscope’ of social science. It provides access to important and otherwise difficult to examine aspects of human interaction. Moreover, because video captures practice in its lived production as ‘another next first time’ (Garfinkel 2002), it makes it possible to study practical creativity - the way in which people invent new practices. In this paper, I probe the microscope metaphor through concrete examples from my work with landscape architects and computer scientists in participatory technology research and design projects.


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.


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