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Design with and for disaffected teenagers

Published: 20 October 2008 Publication History

Abstract

This paper describes how an e-learning product for teenagers was developed using design sessions based on a participatory design approach. The product, in the form of a computer game, is the outcome of a project that aims to improve teenagers' emotional intelligence. The specific user group is from institutes for pupils that had previously been excluded from mainstream education.
The novelty in the approach is that participants were involved in designing a tool that was intended to modify their emotional behaviour - for this discussion, it is the participation in the process that is critical, less so the end product. The project and the design approaches are described and the participatory activity is reflected on. The benefits resulting from the design sessions were bi-directional: the engagement with the prospective users was valuable both for the actual contribution to the product design and as an experience for the participants.

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  • (2024)TeenWorlds: Supporting Emotional Expression for Teenagers with their Parents and Peers through a Collaborative VR ExperienceProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687754(1-14)Online publication date: 9-Oct-2024
  • (2023)Improvement, Implementation, and Evaluation of the CMyLife Digital Care Platform: Participatory Action Research ApproachJournal of Medical Internet Research10.2196/4525925(e45259)Online publication date: 15-Sep-2023
  • (2023)“I'm a little less inclined to do it”: How Afterschool Programs’ Culture Impact Co-Design Processes and OutcomesProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596006(1263-1276)Online publication date: 10-Jul-2023
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    cover image ACM Other conferences
    NordiCHI '08: Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
    October 2008
    621 pages
    ISBN:9781595937049
    DOI:10.1145/1463160
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 20 October 2008

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    Author Tags

    1. e-learning
    2. emotional intelligence
    3. informant design
    4. participatory design
    5. prototyping
    6. teenagers

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    Cited By

    View all
    • (2024)TeenWorlds: Supporting Emotional Expression for Teenagers with their Parents and Peers through a Collaborative VR ExperienceProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687754(1-14)Online publication date: 9-Oct-2024
    • (2023)Improvement, Implementation, and Evaluation of the CMyLife Digital Care Platform: Participatory Action Research ApproachJournal of Medical Internet Research10.2196/4525925(e45259)Online publication date: 15-Sep-2023
    • (2023)“I'm a little less inclined to do it”: How Afterschool Programs’ Culture Impact Co-Design Processes and OutcomesProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596006(1263-1276)Online publication date: 10-Jul-2023
    • (2023)The ‘Other Talk’: a co-design study of board games for cross-generational communication of life-and-death issuesCoDesign10.1080/15710882.2023.226991719:4(327-345)Online publication date: 17-Oct-2023
    • (2023)Teen as research-apprenticeInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10054935:COnline publication date: 1-Mar-2023
    • (2023)A user-based information rating scale to evaluate the design of technology-based supports for autismUniversal Access in the Information Society10.1007/s10209-023-00995-y23:4(1739-1749)Online publication date: 11-May-2023
    • (2023)Easy Induction: A Serious Game Using Participatory DesignComputer-Human Interaction Research and Applications10.1007/978-3-031-49368-3_12(192-211)Online publication date: 23-Dec-2023
    • (2022)Co-creation of Research and Design During a Coding Club With Autistic Students Using Multimodal Participatory Methods and AnalysisFrontiers in Education10.3389/feduc.2022.8643627Online publication date: 13-May-2022
    • (2022)Piloting an Innovative Concept of e–Mental Health and mHealth Workshops With Medical Students Using a Participatory Co-design Approach and App Prototyping: Case StudyJMIR Medical Education10.2196/320178:1(e32017)Online publication date: 10-Jan-2022
    • (2022)Investigation on Equity and Otherness in the Interaction Design Process: A Systematic MappingInternational Journal of Human–Computer Interaction10.1080/10447318.2022.210925139:20(4126-4138)Online publication date: 23-Aug-2022
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