| Literature DB >> 33791269 |
Timo Dietrich1,2, Julie Dalgaard Guldager3,4, Patricia Lyk5, Lotte Vallentin-Holbech6, Sharyn Rundle-Thiele1,2, Gunver Majgaard5, Christiane Stock3,7.
Abstract
Addressing the need for collaborative involvement in health intervention design requires application of processes that researchers and practitioners can apply confidently to actively involve end-users and wider stakeholder groups. Co-creation enables participation by focusing on empowering a range of stakeholders with opportunities to influence the final intervention design. While collaboration with users and stakeholders during intervention design processes are considered vital, clear articulation of procedures and considerations for various co-creation methodologies warrants further research attention. This paper is based on two case studies conducted in Australia and Denmark where researchers co-created virtual reality interventions in an alcohol prevention context. This paper explored and reflected on two co-creation methods-co-design and the Living Lab-and showcased the different processes and procedures of each approach. The study demonstrates that both approaches have merit, yet highlights tensions in distinguishing between the application of each of the respective steps undertaken in each of the processes. While a lot of similarities exist between approaches, differences are evident. Overall, it can be said that the Living Lab is broader in scope and processes applied within the Living Labs approach are more abstract. The co-design process that we applied in the first case study is described more granularly delivering a clear a step-by-step guide that practitioners can implement to co-design solutions that end-users value and that stakeholders support. An agenda to guide future research is outlined challenging researchers to identify the most effective co-creation approach.Entities:
Keywords: Living Lab; adolescents; alcohol; co-creation; co-design; prevention; virtual reality
Year: 2021 PMID: 33791269 PMCID: PMC8005569 DOI: 10.3389/fpubh.2021.634102
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Co-designing the Blurred Minds VR House Party.
| Resourcing | A systematic literature review investigated the application of VR to alcohol education interventions ( |
| Planning | A multi-disciplinary team of researchers with expertise in social marketing, gamification, and service design planned the co-design sessions. The team prepared components of the co-design session, such as the development of a run-sheet, screening survey, group activities, and design tools ( |
| Recruitment | Leveraging existing school network contacts, the team recruited a group of students from a public secondary school. Close collaboration with the teacher of the school ensured that we were able to set expectations for the sensitization and co-design workshop phases as well as secure a location on school grounds to run the workshop [more details available in ( |
| Sensitizing | Adolescents had the opportunity to test pilot versions of four newly developed online games for Blurred Minds. This sensitizing phase provided students with a relevant and fun way to engage with the notion of alcohol education resources prior to taking part in the co-design session. |
| Facilitation | The session commenced with screening survey, a brief introduction of the research team as well as highlighting the aims of the workshop. Next, the team showed an interactive simulation experience and a head-mounted VR display to showcase what type of virtual reality experience the team was aiming to create. Four teams were formed by the researchers and teams were provided with tools to help them co-create a virtual house party that would appeal to them. They were also encouraged to role play, experience interactive videos and wear beer goggles to help them understand the purpose and aim of the session in a playful manner. Design tools in form of butcher paper, stickers, markers, coloring pens and post-it notes were distributed. The workshop finished with short presentations of each student team showcasing their work to the entire group [more details available in ( |
| Reflecting | All data derived from the developed ideas as well as the presentation transcripts were coded and thematically analyzed. These user insights were taken into consideration when producing the final version of the Virtual House Party scripts and when planning production details. Co-design in this case provided important insights into ensuring that both the language used and the party setting depicted were realistic for the young audience. The final scripts and party planning were created with professional script writers and film producers. |
| Building for Change | The team consulted a wide stakeholder group prior to production of the VR experience including alcohol and drug experts, a VR expert, and two experienced film producers with an interest in interactive storytelling using VR. The VR simulation was developed and focused on strengthening self-efficacy and changing attitudes toward excessive drinking ( |
Using the Living Lab method to co-create VR FestLab.
| Exploration of key concepts | The existing “VR House Party” film script from the Australian Blurred Minds alcohol education program ( |
| Concept design | Based on the output from the exploration stage and facilitated by the film production and VR game design expert, the students co-created a film script for the gamified VR simulation. The film script was presented to the development group through role-play and flow-charts of the storyline and a list of improvements and changes was created. This stage resulted in a film-manuscript which included a comprehensive storyboard and descriptions of the characters to be casted. |
| Prototype design | The students from the development group produced the 360-degree videos for the VR simulation in collaboration with the film production expert and the game design researcher. The students were responsible for casting and directing the boarding school students (aged 15-17 years) who served as actors. The videos were optimized with the support of a professional film editor. Next, the videos were combined in a game engine platform and interactivity elements were added, resulting in version 1 of the digital prototype. More details on the development of the tool are published in ( |
| Innovation design | Version 1 of the digital prototype was presented to the development group by the two VR game scientists. At this stage, the film students were not represented in the development group, because they had graduated from the school. The remaining group (prevention practitioners, prevention scientists, social marketing scientists, VR game scientists, VR film production expert) examined and explored the prototype and shared their experiences and feedback about the prototype. This stage resulted in a co-developed list of priorities for improvement. The digital prototype was improved accordingly (version 2). Additional graphical elements were added to improve the user experience and to guide the user. |
| Testing the product | The improved prototype (version 2) was tested with 31 boarding school students (average age 16 years) focusing on usability, technical qualities and user satisfaction and general feedback. A list of issues resulted from this and minor improvements were made for version 3 of the digital prototype. More details on the results of the pilot testing are described in ( |
| Evaluation of the process and product | To evaluate the co-creation process, the development group shared their experiences of developing and pilot testing the VR game at a meeting. An outcome of this was a co-created list of lessons learned. |