| Literature DB >> 34925149 |
Arlene J Astell1,2,3,4, Jacob A Andrews5, Matthew R Bennion6,7, David Clayton8,9.
Abstract
Methods to facilitate co-production in mental health are important for engaging end users. As part of the Technology for Healthy Aging and Wellbeing (THAW) initiative we organized two interactive co-production workshops, to bring together older adults, health and social care professionals, non-governmental organizations, and researchers. In the first workshop, we used two activities: Technology Interaction and Scavenger Hunt, to explore the potential for different stakeholders to discuss late life mental health and existing technology. In the second workshop, we used Vignettes, Scavenger Hunt, and Invention Test to examine how older adults and other stakeholders might co-produce solutions to support mental wellbeing in later life using new and emerging technologies. In this paper, we share the interactive materials and activities and consider their value for co-production. Overall, the interactive methods were successful in engaging stakeholders with a broad range of technologies to support mental health and wellbeing and in co-producing ideas for how they could be leveraged and incorporated into older people's lives and support services. We offer this example of using interactive methods to facilitate co-production to encourage greater involvement of older adults and other under-represented groups in co-producing mental health technologies and services.Entities:
Keywords: aging; co-production; mental health; methods; technology; wellbeing
Year: 2021 PMID: 34925149 PMCID: PMC8674183 DOI: 10.3389/fpsyg.2021.745947
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Design of THAW interactive workshops.
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| Registration (15 min) | Attendees sign in and are assigned to a table | Sign in sheet, Information Sheet 1 and 2, name labels | Provide an inclusive environment to encourage sharing and collaboration. |
| Welcome and introduction (5 min) | Host welcomes attendees and explains the program | PA system | Introduction to the purpose and format of the workshop |
| Technology Interaction[ | Working in pairs attendees choose an item from their technology mystery box and have 10 min to learn how to use it ( | Thirty-six existing technologies with required power sources (batteries/mains power) six in each of six boxes, one per table (full list of items available from the corresponding author). Technology Interaction Feedback Sheet Flipcharts and marker pens | An icebreaker activity to foster interaction, collaboration, and give all participants confidence to speak about technology in the group setting. |
| Networking lunch (45 min) | Chat with other attendees and visit stalls | Stalls for providers of mental health support, including national charities, researchers, technology companies | Opportunity to speak with other attendees and visit stalls |
| THAW Ph.D. presentations (30 min) | Brief presentations of their work by THAW Ph.D. students | PowerPoint, projector, screen, microphone | To inform attendees about the current state of the three THAW projects |
| Scavenger Hunt[ | Working in pairs each attendee tries out each device, app, or service and completes the Scavenger Hunt Feedback Form for each item. | Six stations with technologies relating to each of the three THAW projects ( | For attendees to try out a range of existing and emerging technologies and provide feedback. |
| Tea and evaluation (15 min) | Eat, drink and complete evaluation | Workshop Evaluation Form Drinks and cake | Provide feedback to THAW team and final networking opportunities |
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| Welcome and Housekeeping (10 min) | Welcome to the workshop and program | Information Sheet 1 and 2, name labels | Introduce the activities and house rules |
| Vignettes[ | Each participant reads their vignette and takes notes before discussing as a group. Discussion has two parts: (1). Explore situations that present risks for developing mental health problems, loneliness and social isolation. (2). Explore different stakeholder perspectives or partner or other family member, Commissioner of service, GP, ICT developer, researcher ( | Six vignettes presenting an individual in a situation that could lead to loneliness, social isolation or have a negative impact on mental wellbeing ( | To gain insights into the views, feelings and interpretations of the attendees about late life mental health and the perspectives of different stakeholders. |
| Refreshment break (20 min) | N/A | N/A | N/A |
| Scavenger Hunt (30 min) | Attendees invited to try six technologies in turn, scoring them on the abridged SUS plus additional comments about each technology’s potential application in health and care. | Six technology stations: ‘Pacifica,’ ‘Eliza,’ ‘MiRo,’ ‘MantaraBot,’ ‘Augmented Reality’ and ‘HTC Vive Virtual Reality.’ Abridged SUS[ | For attendees to try out a range of existing and emerging technologies and provide feedback. |
| Networking lunch (45 min) | As workshop 1 | ||
| THAW Ph.D. presentations (45 min) | Early detection of mental health problems (15 min) Tackling social isolation (15 min) Avatars for older adults (15 min) | PowerPoint, projector, screen, microphone | To inform attendees about the current state of the three THAW projects |
| Invention Teste- Co-creating a new product or service (45 min) | Each group was invited to design a new technology-based tool or service, inspired by the vignettes they had considered in Vignettes and the technologies they had experienced in Scavenger Hunt. | Flipchart, paper and pens | To explore the impact on thinking about late life mental health, of the Vignettes and technologies introduced in the Scavenger Hunt |
| Presenting solutions (30 min) | Each group briefly presented their solution to the rest of the attendees | n/a | To see result of co-production activities |
| Tea and evaluation (15 min) | Complete evaluation | Workshop Evaluation Form Drinks and cake | Provide feedback to THAW team and final networking opportunities |
Technological apps/equipment used for Workshop 1 and Workshop 2 Scavenger Hunts.
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| MoodPanda |
| Mood tracking app, website and community | Project One: Using technology to improve early detection of mental health problems |
| Mr Mood | N/A – App store | Mood tracking app | |
| Lexulous (scrabble) |
| Online word game | Project Two: Understanding social isolation in a connected society |
| Social networking sites | Senior Chatters: | Chatrooms for over 50s | |
| Side by Side: | Online community of United Kingdom mental health charity mind | ||
| Buzz50: | Chatrooms and social networking for over 50s | ||
| Silver Surfers: | Community for seniors | ||
| Giving and getting: | Website for connecting people run by Nottinghamshire Community Foundation | ||
| MantaroBot (broadcaster) |
| Project Three: Affective computing to support good mental health in later life | |
| MantaroBot (receiver) |
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| Pacifica app |
| App which supports users experiencing stress, anxiety or depression through aspects | |
| of cognitive behavioral therapy, mindfulness and meditation. | |||
| Eliza | N/A | Eliza is a conversational agent designed in the 1960s which uses basic natural language | |
| processing to provide responses to user-inputted text. | |||
| MiRo (Robot dog) |
| MiRo is described as a programmable, autonomous robot, with moving head, ears and eyes. | |
| MiRo moves on wheels. The robot has form features of a dog and a rabbit. | |||
| MantaroBot |
| MantaroBot is a telepresence robot consisting of a base motor unit on wheels with a metal | |
| frame providing support for a tablet computer, enabling interaction and viewing by a | |||
| standing adult. The motor base unit can be controlled remotely via wifi. | |||
| Augmented reality (AR) | n/a | A tablet computer with augmented reality software was used to demonstrate the potential of | |
| the technology. It was demonstrated that AR could be used in relation to medication | |||
| management using a scan of medication labels to generate specific user instructions. | |||
| HTC Vive Virtual Reality |
| An HTC Vive headset was used to demonstrate the potential of virtual reality. | |
FIGURE 1Mood light.
Mean (SD) for System Usability Scale measure.
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| Pacifica app ( | 68.37 (21.73) |
| Eliza ( | 56.25 (20.24) |
| MiRo ( | 82.96 (16.74) |
| MantaroBot ( | 38.61 (21.85) |
| Augmented reality ( | 54.22 (21.03) |
| HTC Vive Virtual Reality ( | 51.32 (20.09) |
FIGURE 2MiRo.