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User Experience of Universal School-Based e-Mental Health Solutions

Exploring the Expectations and Desires of Adolescent Users

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Learning and Collaboration Technologies. Designing the Learner and Teacher Experience (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13328))

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Abstract

Due to lack of in-person social interactions and stressful conditions resulting from schools’ closures, major lockdowns, and other restrictions imposed for preventing the further spread of COVID-19, there has been a great concern regarding adolescents’ mental well-being and their access to mental health resources. Now, e-mental health resources that schools can develop and offer to all their students could play a much more important role: as a valuable, accessible, and affordable means for educating and empowering adolescents to maintain a balanced mental and emotional well-being. In this paper, we aim to explore the expectations and desires of adolescent students from the user experience of universally delivered school-based e-mental health solutions. Through conducting qualitative exploratory interviews with adolescent students and performing contextual analysis, we have identified the core needs, expectations and desires that were shared between high school students pertaining to e-mental health resources. By reporting our findings via diagrams and tables, we offer HCI/UX designers and developers a means to help them create a better strategy for their universal e-mental health solutions and put a more focused effort into addressing the core needs, expectations, and desires of adolescent students from said solutions: first, by providing them the solutions’ must-haves (the identified user expectations from the UX of e-mental health solutions), and then, by targeting to include the solutions’ nice-to-haves (the identified factors that can make the experience of e-mental health solutions more desirable for the students).

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Notes

  1. 1.

    As outlined by Mental Health Commission of Canada, e-mental health is an umbrella term for mental health services and resources delivered or enhanced through the use of information and communications technologies, including internet and computerized resources and apps, peer support platforms through social media or other technologies [5].

  2. 2.

    In this model, Comfort, Connection, Uniqueness, and Variety are described as the four fundamental needs of digital users [8].

References

  1. Statistics Canada: Impacts on Mental Health (2020). https://www150.statcan.gc.ca/pub/11-631-x/2020004/pdf/s3-eng.pdf. Accessed 10 Feb 2022

  2. Statistics Canada: Canadian Health Survey on Children and Youth (2020). https://www150.statcan.gc.ca/n1/daily-quotidien/200723/dq200723a-eng.htm. Accessed 10 Feb 2022

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  8. McQuivey, J.: Digital consumers want to fulfill their needs. In: Digital Disruption: Unleashing the next wave of innovation. Forrester Research, Inc., pp. 54–68 (2013)

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Correspondence to Erfan Badawi .

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Badawi, E., Coursaris, C.K., Sénécal, S., Léger, PM. (2022). User Experience of Universal School-Based e-Mental Health Solutions. In: Zaphiris, P., Ioannou, A. (eds) Learning and Collaboration Technologies. Designing the Learner and Teacher Experience. HCII 2022. Lecture Notes in Computer Science, vol 13328. Springer, Cham. https://doi.org/10.1007/978-3-031-05657-4_29

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  • DOI: https://doi.org/10.1007/978-3-031-05657-4_29

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05656-7

  • Online ISBN: 978-3-031-05657-4

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