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Publications (3 of 3) Show all publications
Gkouskos, D., Lindberg, S. & Weberg, O. (2023). Exploring Digital Self-Triage Design in Healthcare Center Smartphone Applications for Anxiety: A Design Critique. International Journal of Design in Society, 17(2), 17-42
Open this publication in new window or tab >>Exploring Digital Self-Triage Design in Healthcare Center Smartphone Applications for Anxiety: A Design Critique
2023 (English)In: International Journal of Design in Society, ISSN 2325-1328, Vol. 17, no 2, p. 17-42Article in journal (Refereed) Published
Abstract [en]

Mental health issues are on the rise, and more healthcare resources are needed to address existing needs. The digitalization of mental health care can enable easier access to much-needed treatment. Still, little is known about how to successfully design digitalized health care, especially from a human–computer interaction perspective, even though digital mental healthcare options are currently available for healthcare seekers. The purpose of this article is to explore how currently available digital care apps are designed, outline design strategies used, and identify opportunities for improvement. In this article, we use design patterns from five digital healthcare center mobile applications in a design critique approach to explore digitalized self-triage journeys that are available to users in Sweden. We showcase the diverse design solutions through pre-patterns identified from digitalized self-triage steps of prelogin, selecting your health issue, answering questions, and filing a case. We then discuss identified design challenges in relation to (1) calibrating appropriate expectations, (2) health literacy requirements, (3) transparency of information, and (4) expected risk-taking behaviors. We end with implications for future design-oriented research to complement clinical, financial, and technological perspectives on digital mental healthcare centers and implications that can improve the design of digital self-triage for mental health applications.

Place, publisher, year, edition, pages
Champaign, IL: Common Ground Research Networks, 2023
Keywords
Digital Triage, Digital Self-triage, Digital Mental Health Care, Design Patterns for Digital Mental Health Care, Design Patterns for Anxiety Care, Design Critique
National Category
Interaction Technologies
Research subject
Health Innovation, IDC
Identifiers
urn:nbn:se:hh:diva-51865 (URN)10.18848/2325-1328/cgp/v17i02/17-42 (DOI)
Projects
CAISRHEALTH
Funder
Knowledge Foundation, 20200208 01H
Available from: 2023-10-27 Created: 2023-10-27 Last updated: 2023-11-17Bibliographically approved
Hylving, L., Resmini, A., Gkouskos, D., Lindenfalk, B. & Weberg, O. (2023). Turtles and Ethics: Experiential Learning through Game-making. In: Tung X. Bui (Ed.), Proceedings of the 56th Hawaii International Conference on System Sciences: . Paper presented at The 56th Hawaii International Conference on System Sciences, Maui, Hawaii, USA, January 3-6, 2023 (pp. 4671-4680).
Open this publication in new window or tab >>Turtles and Ethics: Experiential Learning through Game-making
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2023 (English)In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2023, p. 4671-4680Conference paper, Published paper (Refereed)
Abstract [en]

Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details the use of a game-based learning process focusing on game-making in relation to ethical issues of digitalization for graduate education in digital service innovation. Within the context of a masters education, students from diverse knowledge backgrounds learned about and reflected upon ethical issues related to social media usage by playing, remixing and designing games using the Design Games Framework. This paper illustrates that game-making can enable non-designer students to work with ethical issues. There are good possibilities to explore ethics through designing tabletop games, and having diverse groups of participants can be advantageous. Using a qualitative approach based on observation and interviews, the paper contributes to the body of literature focusing on experiential learning through game-based approaches and to the consolidation of the Design Games Framework.

Series
Proceedings of the ... Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
Experiential learning, Game-based learning, Privacy, Digitalization
National Category
Educational Sciences
Identifiers
urn:nbn:se:hh:diva-49824 (URN)2-s2.0-85152140718 (Scopus ID)978-0-9981331-6-4 (ISBN)
Conference
The 56th Hawaii International Conference on System Sciences, Maui, Hawaii, USA, January 3-6, 2023
Available from: 2023-01-12 Created: 2023-01-12 Last updated: 2023-07-07Bibliographically approved
Hylving, L., Resmini, A., Lindenfalk, B. & Weberg, O. (2022). Game design as a pedagogical tool for learning and reflection: The case of the ethics experience. In: Eva Brooks; Jeanette Sjöberg; Anders Kalsgaard Møller (Ed.), Design, Learning, and Innovation: 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings. Paper presented at EAI DLI 2021 - 6th EAI International Conference on Design, Learning & Innovation, December 2-3, 2021, Aalborg, Denmark (Online) (pp. 86-96). Cham: Springer, 435
Open this publication in new window or tab >>Game design as a pedagogical tool for learning and reflection: The case of the ethics experience
2022 (English)In: Design, Learning, and Innovation: 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings / [ed] Eva Brooks; Jeanette Sjöberg; Anders Kalsgaard Møller, Cham: Springer, 2022, Vol. 435, p. 86-96Conference paper, Published paper (Refereed)
Abstract [en]

This paper sets out to present an ongoing pedagogical project where game design is used to let students both learn and reflect upon different perspectives of ethics relevant to the master program they are enrolled in. The paper explains the underlying logic behind the pedagogical process where students develop their own game and at the same time learn about different perspectives of ethics in relation to courses that they are currently taking. With an open and iterative method, we let the students explore, discuss and design a game that can be used by future students. By letting the students decide and lead the development we democratize the learning-process and engage them in a learning experience. More so, this approach to game design as a pedagogical tool to engage and democratize the learning experience is new and increasingly relevant for both students that play games on an everyday basis, but also students that are new to games. Also, it is a constant and dynamic process for both students and teachers. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, ISSN 1867-8211, E-ISSN 1867-822X ; 435
Keywords
game design, complex systems, ethics
National Category
Human Computer Interaction Design Information Systems Pedagogy
Identifiers
urn:nbn:se:hh:diva-46565 (URN)10.1007/978-3-031-06675-7_7 (DOI)2-s2.0-85131948872 (Scopus ID)978-3-031-06675-7 (ISBN)9783031066740 (ISBN)
Conference
EAI DLI 2021 - 6th EAI International Conference on Design, Learning & Innovation, December 2-3, 2021, Aalborg, Denmark (Online)
Available from: 2022-04-04 Created: 2022-04-04 Last updated: 2022-09-02Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-6777-3786

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