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  • 1.
    Gkouskos, Dimitrios
    et al.
    Halmstad University, School of Information Technology.
    Lindberg, Susanne
    Halmstad University, School of Information Technology.
    Weberg, Oliver
    Halmstad University, School of Information Technology.
    Exploring Digital Self-Triage Design in Healthcare Center Smartphone Applications for Anxiety: A Design Critique2023In: International Journal of Design in Society, ISSN 2325-1328, Vol. 17, no 2, p. 17-42Article in journal (Refereed)
    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.

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  • 2.
    Hylving, Lena
    et al.
    Halmstad University, School of Information Technology.
    Resmini, Andrea
    Halmstad University, School of Information Technology.
    Gkouskos, Dimitrios
    Halmstad University, School of Information Technology.
    Lindenfalk, Bertil
    Jönköping University, Jönköping, Sweden.
    Weberg, Oliver
    Halmstad University, School of Information Technology.
    Turtles and Ethics: Experiential Learning through Game-making2023In: Proceedings of the 56th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, 2023, p. 4671-4680Conference 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.

  • 3.
    Hylving, Lena
    et al.
    Halmstad University, School of Information Technology.
    Resmini, Andrea
    Halmstad University, School of Information Technology.
    Lindenfalk, Bertil
    Jönköping University, Jönköping, Sweden.
    Weberg, Oliver
    Halmstad University, School of Information Technology.
    Game design as a pedagogical tool for learning and reflection: The case of the ethics experience2022In: 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 (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.

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