Abstract
This paper reports on a community-based project to collaboratively research, design and test an integrated digital crisis planning tool for youth ages 13 to 24. Research goals included understanding: what crisis means to the target group
and what strategies they employ for coping with crisis; the ways youth in crisis are most likely to communicate; how new technologies can help deliver the services youth need. The project was established with several guiding principles: that students should act as the front line researchers and designers with the guidance of faculty and community partners; that we should aim to move beyond consultation to truly participatory design methods involving end-users in needs identification, idea generation, design development and testing; and that by having the students interface with the end-users, we would alter the power balance by building trust and avoiding a top-down approach.
and what strategies they employ for coping with crisis; the ways youth in crisis are most likely to communicate; how new technologies can help deliver the services youth need. The project was established with several guiding principles: that students should act as the front line researchers and designers with the guidance of faculty and community partners; that we should aim to move beyond consultation to truly participatory design methods involving end-users in needs identification, idea generation, design development and testing; and that by having the students interface with the end-users, we would alter the power balance by building trust and avoiding a top-down approach.
| Original language | English |
|---|---|
| Pages (from-to) | 1529-1542 |
| Number of pages | 14 |
| Journal | Design Journal |
| Volume | 22 |
| Issue number | sup1 |
| DOIs | |
| Publication status | Published - 31 May 2019 |
| MoE publication type | A4 Conference publication |
Keywords
- co-design
- mental health
- design education
- Design research
- mobile application
Field of art
- Design
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