| Literature DB >> 30845752 |
Melvyn W B Zhang1,2, Jiangbo Ying3.
Abstract
Participatory action research was introduced in the 1960s and early 1970s, but it has only been more widely adopted in the recent years. Such methodologies have since been applied to several web & mobile-based interventions in psychiatry. To date no prior review has scoped the extent of the application of such methodologies for web & mobile-based interventions in psychiatry. In this article, a scoping literature review was performed, and seven articles have been identified. The most common methodologies are that of co-design workshops; and increasingly service users and participants are included in these workshops. There remains a lack of application of such methodologies for addiction research. Increasingly, attention and cognitive bias modification interventions are more commonplace, given that they have been found to be effective in modifying underlying biases amongst individuals with addictive disorders. Unfortunately, there remains to be inherent limitations with web and mobile versions of attention and cognitive bias modification interventions. Participatory design research methods could help address these limitations and future research involving the conceptualization of new attention or cognitive bias modification applications ought to consider the incorporation of these research methods.Entities:
Keywords: addiction; attention bias; co-design; cognitive bias; participatory design research; qualitative
Mesh:
Year: 2019 PMID: 30845752 PMCID: PMC6427500 DOI: 10.3390/ijerph16050822
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Characteristics of the Included Studies.
| Studies | Participants | Psychiatric Condition | Participatory Design Research (PDR) Method & Method of Analysis | Rationale for inclusion of Participatory Design Research Methods | Main Findings/Results | Key Limitations (Specific for Methods) |
|---|---|---|---|---|---|---|
| Gordon, M, et al. (2016) [ | Core group of participants (n = 17), which is made up of: Patients with history of depression in pregnancy (n = 4) Prenatal providers (n = 2) Social workers/care managers (n = 2) Mental health specialists (n = 2) Clinic administrator (n = 1) Support staff (n = 3) Research staff (n = 2) Programmer (n = 1) | Perinatal Depression | Iterative participatory design strategy: Meeting occurred monthly in a waiting area of the prenatal centre immediately following the regular workday and lasted 2 h. Meetings were focused on generating ideas and providing feedback on brief pilot studies. Meetings facilitated by the research team and involved brainstorming, problem-solving, role-playing, and feedback on content. Rapid cycle iterative approach. At each of the meetings, progress was reviewed, feedback was provided, the pilot software was tested, and it helped to guide the specific recommendations for the next steps. Live-action videography was used. Animated guides were produced by means of a commercial software. | Aim to develop e-health tools geared to the particular support needs of low-income, ethnic/racial minority women at risk of perinatal mental disorders (PMD). | 3 Applications were developed, the MyGamePlan suicide prevention mobile app for iPhone, a tablet-based screening tool for PMD and a patient decision aid (PtDA) for supporting treatment decisions for depression in pregnancy by women and their clinicians. | Multistakeholder participatory design groups take time to establish. |
| O’Connor S et al. (2016) [ | Total number of participants (n = 16); in-depth focus group (n = 10) and interviews (n = 6). | Dementia | Qualitative exploratory case study design: In-depth focus (n = 10) and interview (n = 6) with people involved in the co-design was conducted. Data was analyzed thematically using the framework approach. | To explore the barriers experienced by all participants during the co-design of the My House of Memories application, to ensure that the future production of mobile technology is more effective. | The study highlighted the lack of digital literacy knowledge and skills among people with dementia and their carers. | Not mentioned |
| Ospina-Pinillos, L, et al. (2018) [ | 18 young participants & 10 youth health professionals participated in stage 1. The group included 4 psychologists, 2 occupational therapists, 1 medical student, 1 general practitioner, 1 social worker and 1 Aboriginal youth worker. | Not specified | Four Participatory Design Workshops heldEach workshop was followed by a knowledge translation session. | To help develop a Mental Health eClinic to improve timely access to, and better quality, mental health care for young people | Helped in revealing the importance of five key components for the Mental Health eClinic: a welcoming home page with a visible triage system; a comprehensive physical and mental health assessment; a detailed dashboard of results; a booking and a video visit system; and the generation of a personalized well-being plan that includes links to evidence-based, and health professional-recommended, apps and etools. | Nothing specific to PDR |
| Owens, C. et al. (2010) [ | Eight mental health service users and one carer. | Self-Harm | 6 participatory workshops Principal task in Workshop 1: Generate a catalogue of potential messages that could be market tested. Workshop 2: Focus group, with additional participants with histories of self-harm. Purpose: validating and rating the messages generated in Workshop 1 Workshop 3: Retest of a selection of messages, followed by a free-ranging discussion Workshop 4,5,6 involved stimulating, evaluating and refining the intervention. | Involving potential recipients at the design stage may be particularly important when the intervention is intended to bring about behavioural, as opposed to biochemical, change. This study reports on the challenge of working with a group of people with relevant lived experience to develop a text-messaging intervention to reduce repetition of self-harm. | Service users rejected both the idea of a generic, one-size fits all approach and that of audience segmentation. | Workshop participants were not involved in every aspect of decision making. |
| Peters, D. et al. (2018) [ | Male workers, invited to participate via email announcements in 2 male-dominated organizations in Australia. | Not specified | Participatory Design Workshop | To address the difficulties in engaging men with mental health support by presenting qualitative results of their perceptions, preferences and ideas related to mental health technologies and providing an example of how a research-based app for mental health could be designed. | Workers do have a set of features, languages and style preferences that they feel would be essential in any future mental health app. | Self-selection bias – those who volunteered for the study are likely to represent those who were more willing to discuss mental health issues. |
| Whitehouse, S.R. et al. (2013) [ | A design student from Emily Carr University of Art and Design (ECUAD) undertook the initial co-creative research and subsequent preliminary development of TickiT with youth from the Youth Advisory Committee (12–20 years old, n = 8) | Not specified | Total of three 2-h co-creation sessions | To improve the uptake of psychosocial screening among youths | This study described the early developments of the TickiT eHealth platform that was initially designed to engage the patient, enhance the relationship between patient and provider and improve efficiency. | Lack of support for long-term research collaborations between industry and academic institutions. |
| Wiljer, D. et al. (2017) [ | 65 post-secondary students | Not specified. | Co-creation involved student development teams, hosting a hackathon, conducting focus group and evidence-based workshops and student advisory groups. Key components of the co-design workshop: Student driven development teams; Crowd-sourcing/data workshops; Hackathon; Knowledge transition and engagement strategies. | Co-design could strengthen youth buy-in, increased the efficacy, usability and sustainability of the intervention, generate innovative and creative design concepts and foster youth empowerment, skill and capacity building. | This project has demonstrated the benefits and challenges of co-creation in the development of a crowd-sourcing platform for students seeking support for their mental health. | Some challenges in maintaining individual engagement. |