Discovering design drivers for mobile media solutions
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Computers in talk-based mental health interventions
Interacting with Computers
Feed me: motivating newcomer contribution in social network sites
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Survival needs and social inclusion: technology use among the homeless
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Social network activity and social well-being
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design and evaluation guidelines for mental health technologies
Interacting with Computers
Maintaining reality: Relational agents for antipsychotic medication adherence
Interacting with Computers
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Fit4life: the design of a persuasive technology promoting healthy behavior and ideal weight
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Facebook for health: opportunities and challenges for driving behavior change
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Internet use and online social support among same sex attracted individuals of different ages
Computers in Human Behavior
Discussing illicit drugs in public internet forums: visibility, stigma, and pseudonymity
Proceedings of the 5th International Conference on Communities and Technologies
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Patterns of support in an online community for smoking cessation
Proceedings of the 6th International Conference on Communities and Technologies
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Online therapy has the potential to extend existing face-to-face support for mental health, but designers face challenges such as lack of user engagement. Participatory design could improve outcomes but is difficult to pursue in the mental health context. By working with a research-focused clinic we have been able to employ participatory design methods over a period of three years to develop and test an online therapy for young people with psychosis. This paper discusses our methods and results in the light of existing design frameworks for youth mental health, and reports experiences which will be useful for other researchers in the field. We have found that participatory approaches are indeed challenging in the mental health context, but can result in technology that is efficacious and acceptable to young people.