DESIGN RESEARCH DISSERTATION // DISSERTATION, VISUAL DESIGN, FINAL ARTICLE PUBLICATION
3.4.2023 - 3.7.2023 (Week 1 - Week 14)
Ang Shin Er / 0355231
Bachelor Of Design (Hons) In Creative Media / Taylor's University
Design Research Dissertation // Draft Dissertation, Visual Design Publication, Final Article Publication
INSTRUCTION
This module "Design Research Dissertation" follows on from "Design Research Methodology." The final work will be an extensive article on a topic the student chose and reviewed by a tutorial.
| Draft dissertation :
Here is the Structure of the Dissertation from MIB. Students are required to use this to write a dissertation
To conduct the literature review, we must complete the literature review matrix, which will be used for future literature reviews writing, here is the literature review matrix :
| Draft 1 :
Literature Review : Draft Dissertation - Section 2
Working Title : User Experience (UX) design for the mental health and well-being of young people (age:18-20) in the digital age
No. Content
2.0 Introduction of literature review
2.1 Mobile Health Interventions for Suicide Prevention and Self-Monitoring of Mood Symptoms
2.1.1 Children and young people Mental Health Interventions Using Mobile Phone Apps
2.2 User Experience and Engagement with Mental Health Apps and Online Platforms
2.2.2 Design and Reporting of Research on Digital Mental Health Interventions for Children and Young People
2.2.3 Development and Innovation of Mobile Phone Apps for Emotional Well-Being Support
2.3 Conclusion
2.4 Reference
2.0 An overview of literature review (Introduction)
Mental health issues among young people, aged 18-20, are a significant public health concern worldwide.This literature review examines the use of digital mental health interventions to improve the user experience (UX) and engagement for young people's mental health and well-being. It focuses on articles such as "A Mobile Health Approach for Improving Outcomes in Suicide Prevention" (O'Grady et al., 2020), "Postsecondary Student Engagement With a Mental Health App and Online Platform (ThoughtSpot)" (Wong et al., 2021), "Youth Codesign of a Mobile Phone App to Facilitate Self-Monitoring and Management of Mood Symptoms in Young People With Major Depression, Suicidal Ideation, and Self-Harm" (Hetrick et al., 2018), "Preventive digital mental health interventions for children and young people: a review of the design and reporting of research" (Bergin et al., 2020), and "Development of a Mobile Phone App to Support Self-Monitoring of Emotional Well-Being: A Mental Health Digital Innovation" (Rickard et al., 2016). Digital technology developments, such as mobile health interventions and mental health apps, provide a unique opportunity to improve mental health and well-being outcomes for this generation.
2.1 Mobile Health Interventions for Suicide Prevention and Self-Monitoring of Mood Symptoms
From the first article, it has did a study to evaluate the effectiveness of a mobile health intervention for suicide prevention. The study used a mix of methods to found that participants' suicidal ideation, depression, and anxiety levels improved greatly. It was found that the mobile health intervention was helpful in increasing suicide prevention outcomes, and the mobile app that used in the study was user-friendly and well-designed, with personalised things that made the app more engaging and interactive for young people. (O'Grady et al., 2020)
The third study did a youth codesign of a mobile phone app to promote self-monitoring and management of mood symptoms in young people in the fourth paper. Its aim is to increase engagement by including young people in the design process. The codesign method was found to be helpful in enhancing engagement. (Hetrick et al., 2018)
2.1.1 Children and young people Mental Health Interventions Using Mobile Phone Apps
The thrid study I reviewed focused on the development of a mobile phone app that could help in the self-monitoring and management of mood symptoms in young people who have serious depression, suicidal ideation, and self-harm. The study used a co-design technique, in which young people participated in the design process. The study discovered that the app was well-accepted and beneficial in self-monitoring and mood symptom management. The study emphasised the importance of including young people in the design of mobile phone apps and using an user-focused approach.(Hetrick et al., 2018)
2.2 User Experience and Engagement with Mental Health Apps and Online Platforms
The second article conducted qualitative research focuses primarily on postsecondary students' involvement with ThoughtSpot, a mental health app and online platform. The study discovered that user experience variables such as app functionality, personalized content, and ease of use were critical in improving user engagement with the app. The study also emphasized the significance of involving end-users in the design of mental health apps in order to ensure that the app fulfills their requirements and preferences.(Wong et al., 2021)
The fourth article reviewed the design and reporting of studies on preventive digital mental health treatments for children and young people. Many research, according to the analysis, lacked an emphasis on UX design, which may have caused to low interest and poor outcomes. According to the study, future research should focus on building interventions with a UX focus to improve engagement and outcomes. (Bergin et al. 2020)
2.2.2 Design and Reporting of Research on Digital Mental Health Interventions for Children and Young People
The fourth study conducted a review of research design and reporting on digital mental health interventions for children and young people.The study discovered that many studies did not give enough information on the intervention's design and development, making evaluating the intervention's effectiveness became more challenging. According to the study, researchers should record their intervention design and development processes to ensure that their interventions are reusable and may be applied in different situations. (Bergin et al. 2020)
2.2.3 Development and Innovation of Mobile Phone Apps for Emotional Well-Being Support
From the fifth article, it is about creating a mobile phone app that helps with emotional well-being self-monitoring. The app's goal was to increase emotional well-being by giving users tools and resources for tracking their mood and finding triggers. The app was found to be helpful in improving emotional well-being, and users reported positive experiences with it. The study emphasized the importance of using a user-centered design approach and including end users in the app development process. (Rickard et al.2016)
2.3 Conclusion
According to the literature review, mobile health interventions and mental health applications are a potential strategy that could improve mental health and well-being outcomes among young people aged 18 to 20. User-centered design methods which involve end-users in the design process, as well as personalized features that make the app more engaging and interactive for young people, are critical for enhancing user engagement and improving the user experience. Future research should concentrate on designing and testing mobile health methods and mental health apps that are specific to the requirements and preferences of young people between the ages of 18 and 20. Furthermore, more study on the long-term effectiveness of these treatments and apps is required. Lastly, researchers should provide their approach to intervention design and development to ensure that their interventions are effective.
2.4 Reference :
O'Grady C. Melia R. ,Bogue J. ,O'Sullivan M. ,Young K. ,Duggan J. (2020). A Mobile Health Approach for Improving Outcomes in Suicide Prevention https://www.jmir.org/2020/7/e17481/
Wong H.W. ,Lo B. ,Shi J. ,Hollenberg E. ,Alexxa Abi-Jaoude A. ,Johnson A. ,Chaim G. Cleverley K. ,Henderson J. ,Levinson A. ,Robb J. ,Voineskos A. ,Wiljer D.(2021) Postsecondary Student Engagement With a Mental Health App and Online Platform (ThoughtSpot): Qualitative Study Assessing Factors Related to User Experience
https://mental.jmir.org/2021/4/e23447?utm_source=TrendMD&utm_medium=cpc&utm_campaign=JMIR_TrendMD_0
Hetrick S. E., Robinson J., Burge E., Blandon R., Mobilio R., Simon M., Simmons M. B., Mario A., Simon G., Christopher G. (2018). Youth Codesign of a Mobile Phone App to Facilitate Self-Monitoring and Management of Mood Symptoms in Young People With Major Depression, Suicidal Ideation, and Self-Harm
https://mental.jmir.org/2018/1/e9/
Bergin, A. D., Vallejos, E. P., Davies, E. B., Daley, D., Ford, T., Harold, G., Hetrick, S., Kidner, M., Long, Y., Merry, S., Morriss, R., Sayal, K., Sonuga-Barke, E., Robinson, J., Torous, J., & Hollis, C. (2020). Preventive digital mental health interventions for children and young people: a review of the design and reporting of research.
https://doi.org/10.1038/s41746-020-00339-7
Rickard, N., Arjmand, H.-A., Bakker, D., & Seabrook, E. (2016). Development of a Mobile Phone App to Support Self-Monitoring of Emotional Well-Being: A Mental Health Digital Innovation.
https://doi.org/10.2196/mental.6202
Research Method - Section 3
No.
Content
3.1
Introduction of research method
3.2
Survey
3.2.1 Research locale
3.2.2 Research respondents
3.2.3 Research instrument
3.2.4 Data gathering procedures
3.2.5 Statistical treatment
3.2.6 Limitations
3.3
Visual Analysis
3.3.1 Research locale
3.3.2 Research materials
3.3.3 Data gathering procedures
3.3.4 Data analysis
3.3.5 Limitations
3.4
Interview/ Focus Groups/ Observation
3.4.1 Selection of respondents
3.4.2 Research instrument
3.4.3 Data gathering procedures
3.4.4 Data analysis
3.4.5 Limitations
3.5
Conclusion
3.6
Reference
3.1 Introduction of research method
This section presents the research methods used in this study including sources of data, instruments used, selection procedures, treatment of data gathered as well as statistical treatment of data. Specifically, it focused on the research study conducted to evaluate the effectiveness of a mental health mobile app for young people and also to study how mental health apps create a better user experience for young people.
A mixed method can be employed in this study, for example, interviews with young people aged 18 to 20 who have used the mental health app. The interviews are able to go into their usage experiences, the benefits they perceive, and any issues they may have faced. Next, a quantitative survey of a large number of young people (aged 18-20) can be conducted to gather data on their views, opinions, and experiences with mental health apps. This survey might contain questions regarding the different types of mental health applications people use, the features they find most useful, and the challenges they face in discovering and utilising these apps. This survey can also include confirmed measures of mental health outcomes such as sadness, anxiety, and stress levels.
3.2 Survey
Survey research allows us to collect huge quantities of data from a society, and it provides insights about the views, opinions, and behaviours of the specific group of people, which is young people aged 18-20. (Rubin and Babbie,2016) Survey research is also a good way to determine subjective experiences and attitudes, which is important when researching UX design for mental health and well-being. A well-designed survey will collect reliable and accurate data, helping researchers to gain a deeper understanding of young people's needs, likes and dislikes and expectations relating to digital mental health interventions.
3.2.1 Research locale
(where did you collect your survey; how long did you take to complete data
collection; why collect data at this place)
3.2.2 Research respondents
(explain what kind of respondents your research collect data from? i.e.
millennial/ young adults/ retiree/ Malaysian consumers...)
3.2.3 Research instrument
(if you used survey, you are likely to have a set of questionnaires designed to
ask your respondents. You need to explain the design of your instrument. i.e.
how many sections in your survey/ number of questions are designed to answer
to which RQ/ who checked your survey design before distributing to
respondents)
3.2.4 Data gathering procedures
(describe what process did you go through before, during and after data
collection)
3.2.5 Statistical treatment
(what technique/ software did you use to analyse your data and reach the
conclusion. i.e. descriptive analysis?)
3.2.6 Limitations
(is there any limitation that your survey is intentionally excluding? i.e. types of
respondents/ specific location/ focused questionnaire designed)
3.3 Visual Analysis
Visual analysis can help to analyze visual elements such as colour, typography, layout, and visuals, which are needed in building a successful UX design that can highly impact young people's mental health and well-being. (Cheng et al., 2018) visual design plays an important part in creating a positive user experience. (Kamaruzaman et al., 2016)
Furthermore, visual analysis is useful with finding any possible design problems that may have a negative impact on young people's mental health and well-being. For example, Colors like red and orange in a design may cause stress or anxiety among young people.(Veroba, 2021) Researchers are able to recognise those issues before go on to the next steps by analyzing the visual features of the design. So, as a result, visual analysis is suitable for exploring UX design on the mental health and well-being of young people in the digital age.
3.3.1 Research locale:
(where did you collect your sample of materials; how long did you take to
complete data collection; why collect data at this place)
3.3.2 Research materials:
(explain what kind/ types of materials your research collect data from? How did
you select the types of materials among so many others?)
3.3.3 Data gathering procedures:
(describe what process did you go through before, during and after the visual
analysis? What are the components you used to analyse the visual materials?
i.e. design elements such as colours; typo; structure; hierarchy...)
3.3.4 Data analysis:
(what technique did you use to analyse your visual materials and reach the
conclusion)
3.3.5 Limitations:
(is there any limitation that your visual analysis is intentionally excluding? i.e.
types of materials collected/ specific location where you gathered the materials/
specific components you are focusing on)
3.4 Interview/ Focus Groups/ Observation:
(give an explanation why interview/ focus group/ observation is deemed
appropriate method to be used for your research, citation is needed here)
3.4.1 Selection of respondents:
(explain how and why did you select the respondents for interview.)
3.4.2 Research instrument:
(you are likely to have a set of interview question designed to ask your
respondents. You need to explain the design of your instrument. i.e. how many
questions are there? Why did you ask those questions in order to answer to
which RQ)
3.4.3 Data gathering procedures:
(describe what process did you go through before, during and after data
collection. You need to describe the situation how did you conduct the interview
session such as using voice recorder/ video recording? How did you transcribe
what the respondents say for your data analysis?)
3.4.4 Data analysis:
(what technique did you use to analyse your data and reach the conclusion)
3.4.5 Limitations:
(is there any limitation that your interview method is intentionally excluding? i.e.
types
3.5 Conclusion :
3.6 Reference :
Rubin, A., & Babbie, E. R. (2016). Empowerment Series: Research Methods for Social Work. In Google Books. Cengage Learning. https://books.google.com.my/books?hl=en&lr=&id=gb8aCgAAQBAJ&oi=fnd&pg=PR4&dq=Babbie
Cheng, V. W. S., Davenport, T. A., Johnson, D., Vella, K., Mitchell, J., & Hickie, I. B. (2018). An app that incorporates gamification, mini-games, and social connection to improve men's mental health and well-being (MindMax): participatory design process.
https://doi.org/10.2196/11068
Kamaruzaman, M. F., Rani, N. M., Nor, H. M., & Azahari, M. H. H. (2016). Developing User Interface Design Application for Children with Autism. Procedia - Social and Behavioral Sciences
https://doi.org/10.1016/j.sbspro.2016.02.022
Veroba, L. (2021). The Importance of Color in a Clinic and the Impact it Has on Patient Anxiety. MaxiDent Software I Dental Management Software. https://maxidentsoftware.com/the-importance-of-color-in-a-clinic-and-the-impact-it-has-on-patient-anxiety/#:~:text=Avoiding%20colors%20that%20can%20induce
_
- Draft 1 : Draft 1_ Draft Dissertation _DRD
| Draft 2 :
| Final Dissertation :
| Visual Design :
Idea exploration:
Final PDF :
FINAL DISSERTATION WITH VISUAL DESIGN PUBLICATION: https://online.fliphtml5.com/dwwhe/tphk/#p=7
| Final Article Publication :
_
REFLECTION
For me, the design research dissertation in UX design of mental health was both enlightening and hard. It investigated the complexity of mental health concerns and their influence on the lives of young people, developing solutions using user-centered design approaches. Accepted visual design as a fundamental part of the study, concentrating on the creation of aesthetically appealing that prioritize user experience and mental health. This collaborative strategy enabled researchers to combine design with mental health, resulting in unique and meaningful solutions.
_



Comments
Post a Comment