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Résultat de la recherche
3 recherche sur le mot-clé 'Co-design'




Cadê o Kauê? Co-design and acceptability testing of a chat-story aimed at enhancing youth participation in the promotion of mental health in Brazil / Sheila Giardini MURTA ; Josimar Antônio de Alcântara MENDES ; Felipe Rodrigues SISTON ; Rafa Ribeiro Alves DE SOUZA ; Rafaela DE OLIVEIRA DA CUNHA ; Julyana ALVES FERREIRA ; Victor Hugo de Lima DE SANTOS ; Brenda Thallys Rocha SEABRA ; TALK2U ; Ilina SINGH in Journal of Child Psychology and Psychiatry, 66-5 (May 2025)
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[article]
Titre : Cadê o Kauê? Co-design and acceptability testing of a chat-story aimed at enhancing youth participation in the promotion of mental health in Brazil Type de document : Texte imprimé et/ou numérique Auteurs : Sheila Giardini MURTA, Auteur ; Josimar Antônio de Alcântara MENDES, Auteur ; Felipe Rodrigues SISTON, Auteur ; Rafa Ribeiro Alves DE SOUZA, Auteur ; Rafaela DE OLIVEIRA DA CUNHA, Auteur ; Julyana ALVES FERREIRA, Auteur ; Victor Hugo de Lima DE SANTOS, Auteur ; Brenda Thallys Rocha SEABRA, Auteur ; TALK2U, Auteur ; Ilina SINGH, Auteur Article en page(s) : p.697-715 Langues : Anglais (eng) Mots-clés : youth participation video games storytelling digital interventions adolescents user-centred design civic engagement co-design mental health wellbeing co-production empowerment peer support gaming chatbot Index. décimale : PER Périodiques Résumé : Background Adolescent mental health is vital for public health, yet many interventions fail to recognise adolescents as proactive community contributors. This paper discusses the co-design and acceptability testing of a chat-story intervention to enhance Brazilian adolescents' participation in the promotion of mental health in their peer communities. We specifically highlight the iterative process of co-creating this intervention with community stakeholders. Methods The co-design was led by researchers, a youth collaborative group, and health-tech experts. Part 1 included quantitative (n?=?1,768) and qualitative (n?=?46) studies with Brazilian adolescents aged 15?18 for priority-setting. Part 2 involved co-creation and technical production, with input from youth advisors (n?=?24), school staff (n?=?11), and policy experts (n?=?3). In Part 3, the chat-story was user tested (n?=?32). Parts 4 and 5 assessed acceptability through a qualitative study in schools (n?=?138) and initial efficacy during an online campaign (n?=?795). Results Participants aspired to support their peers' mental health in schools, both one-to-one and collectively, but felt unprepared. This informed the chat-story's goal of enhancing peer support and collective action skills. Themes identified during Part 1, such as prejudice and academic pressure, were woven into the narrative to raise awareness of the social determinants of mental health, drawing from real-life stories. In the final story, players search for their missing best friend at school, uncovering his anxiety struggles and practicing skills such as empathic listening and partnership building. A manual for teachers was collaboratively designed for use within school settings, supplementing direct-to-user online applications. Acceptability testing showed participants found the tool authentic and user-friendly. Online users perceived the tool as preparing and motivating them to offer peer support and engage in collective action. Conclusions The immersive co-creation model, enriched by input from key stakeholders, yielded a relevant and well-received intervention for Brazilian adolescents. Co-designed creative tools like chat-stories hold promise as digital mental health tools, fostering awareness, critical reflection, and inspiring adolescents to drive positive social change. En ligne : https://doi.org/10.1111/jcpp.14078 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=554
in Journal of Child Psychology and Psychiatry > 66-5 (May 2025) . - p.697-715[article] Cadê o Kauê? Co-design and acceptability testing of a chat-story aimed at enhancing youth participation in the promotion of mental health in Brazil [Texte imprimé et/ou numérique] / Sheila Giardini MURTA, Auteur ; Josimar Antônio de Alcântara MENDES, Auteur ; Felipe Rodrigues SISTON, Auteur ; Rafa Ribeiro Alves DE SOUZA, Auteur ; Rafaela DE OLIVEIRA DA CUNHA, Auteur ; Julyana ALVES FERREIRA, Auteur ; Victor Hugo de Lima DE SANTOS, Auteur ; Brenda Thallys Rocha SEABRA, Auteur ; TALK2U, Auteur ; Ilina SINGH, Auteur . - p.697-715.
Langues : Anglais (eng)
in Journal of Child Psychology and Psychiatry > 66-5 (May 2025) . - p.697-715
Mots-clés : youth participation video games storytelling digital interventions adolescents user-centred design civic engagement co-design mental health wellbeing co-production empowerment peer support gaming chatbot Index. décimale : PER Périodiques Résumé : Background Adolescent mental health is vital for public health, yet many interventions fail to recognise adolescents as proactive community contributors. This paper discusses the co-design and acceptability testing of a chat-story intervention to enhance Brazilian adolescents' participation in the promotion of mental health in their peer communities. We specifically highlight the iterative process of co-creating this intervention with community stakeholders. Methods The co-design was led by researchers, a youth collaborative group, and health-tech experts. Part 1 included quantitative (n?=?1,768) and qualitative (n?=?46) studies with Brazilian adolescents aged 15?18 for priority-setting. Part 2 involved co-creation and technical production, with input from youth advisors (n?=?24), school staff (n?=?11), and policy experts (n?=?3). In Part 3, the chat-story was user tested (n?=?32). Parts 4 and 5 assessed acceptability through a qualitative study in schools (n?=?138) and initial efficacy during an online campaign (n?=?795). Results Participants aspired to support their peers' mental health in schools, both one-to-one and collectively, but felt unprepared. This informed the chat-story's goal of enhancing peer support and collective action skills. Themes identified during Part 1, such as prejudice and academic pressure, were woven into the narrative to raise awareness of the social determinants of mental health, drawing from real-life stories. In the final story, players search for their missing best friend at school, uncovering his anxiety struggles and practicing skills such as empathic listening and partnership building. A manual for teachers was collaboratively designed for use within school settings, supplementing direct-to-user online applications. Acceptability testing showed participants found the tool authentic and user-friendly. Online users perceived the tool as preparing and motivating them to offer peer support and engage in collective action. Conclusions The immersive co-creation model, enriched by input from key stakeholders, yielded a relevant and well-received intervention for Brazilian adolescents. Co-designed creative tools like chat-stories hold promise as digital mental health tools, fostering awareness, critical reflection, and inspiring adolescents to drive positive social change. En ligne : https://doi.org/10.1111/jcpp.14078 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=554 Community Led Co-Design of a Social Networking Platform with Adolescents with Autism Spectrum Disorder / R. ZHU in Journal of Autism and Developmental Disorders, 52-1 (January 2022)
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Titre : Community Led Co-Design of a Social Networking Platform with Adolescents with Autism Spectrum Disorder Type de document : Texte imprimé et/ou numérique Auteurs : R. ZHU, Auteur ; D. HARDY, Auteur ; T. MYERS, Auteur Article en page(s) : p.38-51 Langues : Anglais (eng) Mots-clés : Adolescent Autism Spectrum Disorder Friends Humans Parents Social Networking Autism Co-design Participatory action research Participatory design Index. décimale : PER Périodiques Résumé : Adolescents with ASD face challenges in forming positive friendships due to their ASD condition. This study developed a social networking platform based on the needs of a small group of ASD adolescents and their parents/carers and examined what potential benefits such a system could provide. We conducted seven co-design workshops with six adolescents with ASD over eight months. The team exchanged ideas and communicated through group discussions and drawings. The findings suggest that: (1) participants demonstrated self-advocacy skills through an iterative co-design process; (2) a safe and familiar environment encourages active participation from adolescents with ASD as co-designers; and (3) parents, community group and fellow participants play a pivotal role in engaging adolescents with ASD on a social-network. En ligne : http://dx.doi.org/10.1007/s10803-021-04918-9 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=454
in Journal of Autism and Developmental Disorders > 52-1 (January 2022) . - p.38-51[article] Community Led Co-Design of a Social Networking Platform with Adolescents with Autism Spectrum Disorder [Texte imprimé et/ou numérique] / R. ZHU, Auteur ; D. HARDY, Auteur ; T. MYERS, Auteur . - p.38-51.
Langues : Anglais (eng)
in Journal of Autism and Developmental Disorders > 52-1 (January 2022) . - p.38-51
Mots-clés : Adolescent Autism Spectrum Disorder Friends Humans Parents Social Networking Autism Co-design Participatory action research Participatory design Index. décimale : PER Périodiques Résumé : Adolescents with ASD face challenges in forming positive friendships due to their ASD condition. This study developed a social networking platform based on the needs of a small group of ASD adolescents and their parents/carers and examined what potential benefits such a system could provide. We conducted seven co-design workshops with six adolescents with ASD over eight months. The team exchanged ideas and communicated through group discussions and drawings. The findings suggest that: (1) participants demonstrated self-advocacy skills through an iterative co-design process; (2) a safe and familiar environment encourages active participation from adolescents with ASD as co-designers; and (3) parents, community group and fellow participants play a pivotal role in engaging adolescents with ASD on a social-network. En ligne : http://dx.doi.org/10.1007/s10803-021-04918-9 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=454 Practitioner review: Co-design of digital mental health technologies with children and young people / Rhys BEVAN JONES in Journal of Child Psychology and Psychiatry, 61-8 (August 2020)
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Titre : Practitioner review: Co-design of digital mental health technologies with children and young people Type de document : Texte imprimé et/ou numérique Auteurs : Rhys BEVAN JONES, Auteur ; Paul STALLARD, Auteur ; Sharifah Shameem AGHA, Auteur ; Simon RICE, Auteur ; Aliza WERNER-SEIDLER, Auteur ; Karolina STASIAK, Auteur ; Jason KAHN, Auteur ; Sharon A. SIMPSON, Auteur ; Mario ALVAREZ-JIMENEZ, Auteur ; Frances RICE, Auteur ; Rhiannon EVANS, Auteur ; Sally MERRY, Auteur Article en page(s) : p.928-940 Langues : Anglais (eng) Mots-clés : Child adolescent co-design development digital e-health mental health technologies Index. décimale : PER Périodiques Résumé : BACKGROUND: There is increasing interest in digital technologies to help improve children and young people's mental health, and the evidence for the effectiveness for these approaches is rising. However, there is concern regarding levels of user engagement, uptake and adherence. Key guidance regarding digital health interventions stress the importance of early user input in the development, evaluation and implementation of technologies to help ensure they are engaging, feasible, acceptable and potentially effective. Co-design is a process of active involvement of stakeholders, requiring a change from the traditional approaches to intervention development. However, there is a lack of literature to inform the co-design of digital technologies to help child and adolescent mental health. METHODS: We reviewed the literature and practice in the co-design of digital mental health technologies with children and young people. We searched Medline, PsycInfo and Web of Science databases, guidelines, reviews and reference lists, contacted key authors for relevant studies, and extracted key themes on aspects of co-design relevant to practice. We supplemented this with case studies and methods reported by researchers working in the field. RESULTS: We identified 25 original articles and 30 digital mental health technologies that were designed/developed with children and young people. The themes identified were as follows: principles of co-design (including potential stakeholders and stages of involvement), methods of involving and engaging the range of users, co-designing the prototype and the challenges of co-design. CONCLUSIONS: Co-design involves all relevant stakeholders throughout the life and research cycle of the programme. This review helps to inform practitioners and researchers interested in the development of digital health technologies for children and young people. Future work in this field will need to consider the changing face of technology, methods of engaging with the diversity in the user group, and the evaluation of the co-design process and its impact on the technology. En ligne : http://dx.doi.org/10.1111/jcpp.13258 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=429
in Journal of Child Psychology and Psychiatry > 61-8 (August 2020) . - p.928-940[article] Practitioner review: Co-design of digital mental health technologies with children and young people [Texte imprimé et/ou numérique] / Rhys BEVAN JONES, Auteur ; Paul STALLARD, Auteur ; Sharifah Shameem AGHA, Auteur ; Simon RICE, Auteur ; Aliza WERNER-SEIDLER, Auteur ; Karolina STASIAK, Auteur ; Jason KAHN, Auteur ; Sharon A. SIMPSON, Auteur ; Mario ALVAREZ-JIMENEZ, Auteur ; Frances RICE, Auteur ; Rhiannon EVANS, Auteur ; Sally MERRY, Auteur . - p.928-940.
Langues : Anglais (eng)
in Journal of Child Psychology and Psychiatry > 61-8 (August 2020) . - p.928-940
Mots-clés : Child adolescent co-design development digital e-health mental health technologies Index. décimale : PER Périodiques Résumé : BACKGROUND: There is increasing interest in digital technologies to help improve children and young people's mental health, and the evidence for the effectiveness for these approaches is rising. However, there is concern regarding levels of user engagement, uptake and adherence. Key guidance regarding digital health interventions stress the importance of early user input in the development, evaluation and implementation of technologies to help ensure they are engaging, feasible, acceptable and potentially effective. Co-design is a process of active involvement of stakeholders, requiring a change from the traditional approaches to intervention development. However, there is a lack of literature to inform the co-design of digital technologies to help child and adolescent mental health. METHODS: We reviewed the literature and practice in the co-design of digital mental health technologies with children and young people. We searched Medline, PsycInfo and Web of Science databases, guidelines, reviews and reference lists, contacted key authors for relevant studies, and extracted key themes on aspects of co-design relevant to practice. We supplemented this with case studies and methods reported by researchers working in the field. RESULTS: We identified 25 original articles and 30 digital mental health technologies that were designed/developed with children and young people. The themes identified were as follows: principles of co-design (including potential stakeholders and stages of involvement), methods of involving and engaging the range of users, co-designing the prototype and the challenges of co-design. CONCLUSIONS: Co-design involves all relevant stakeholders throughout the life and research cycle of the programme. This review helps to inform practitioners and researchers interested in the development of digital health technologies for children and young people. Future work in this field will need to consider the changing face of technology, methods of engaging with the diversity in the user group, and the evaluation of the co-design process and its impact on the technology. En ligne : http://dx.doi.org/10.1111/jcpp.13258 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=429