● What are you thinking?: Using CBT and Storytelling to Improve Mental Health Among College Students
ABSTRACT: Depression and anxiety among college students have been on the rise globally. Cognitive Behavioural Therapy has emerged as an empirically reinforced and effective treatment. However, factors like cost, lack of resources, misguided prioritization and stigmatization of mental health issues in the Global South limit students’ access to psychotherapy. While technology can bridge this gap, research shows current self-guided mHealth apps for CBT are not always evidence-based and have limited efficacy compared to therapist-guided alternatives. In this paper, we explore whether interactive storytelling and other gamification mechanisms can increase the efficacy of a self-guided mHealth app, while drawing from empirically supported CBT protocols. We designed an mHealth application with contextualised storylines to help students learn psychological concepts and better identify the negative patterns in their thoughts. We present the results of a 3-arm randomized controlled trial conducted to assess the effect of this application compared to active and inactive control conditions.
● The design of persuasive prompts to induce behavioural change through an mHealth application for people with depression
Behavior & Information Technology | 2021 | DOI:10.1080/0144929X.2021.2006787
ABSTRACT: The alteration of an individual’s lifestyle and the adoption of healthy behaviours have been shown to be effective in combating a majority of the major symptoms of depression. While there are several mHealth applications that use behaviour change to reduce depressive symptoms, they are often not grounded in behaviour change theory and display a lack of understanding regarding the specific factors that lead to behaviour change. Therefore, there is a need to test innovative strategies to tackle the issue. One such strategy is the use of behaviour change theories to design mHealth applications that use persuasive prompts to assist in ‘prompting’ the user to adopt healthier behaviours. In this paper, we present the design of persuasive prompts and an mHealth application to induce behavioural change, followed by the results of two studies: (i) an acceptability study that tested the acceptability of the persuasive prompts and (ii) a usability study of the mHealth application. The results show that there is a significant difference in which behaviour change theories users prefer based on their level of depression and that overall, users have a positive perception of the application.
● Child-Computer Interaction in the Global South: Designing for Children on the Margins
ACM | 2021 | DOI:10.1145/3459990.3460518
ABSTRACT: The Global South is a reference to the underdeveloped regions of the world and though it is often synonymous with the marginalisation of people through living standards and access to resources, not everyone falls under this margin. The children in the margins in the Global South encompasses those with little or no access to modern communication, technologies and academic resources. This spectrum also includes children with learning and developmental disabilities, mental and physical health issues and hostile home or school environments. Marginalization in the Global South places a significant portion of the children at an elevated risks of inequality from lack of access, knowledge and training of ICTs to digital exclusion. Moreover, the recent global pandemic has exacerbated these challenges. This workshop aims at tracing research lines and questions around methodological and technological in designing tools to support children on the margins in the Global South.
● Humanoid Robots and Autistic Children: A Review on Technological Tools to Assess Social Attention and Engagement
International Journal of Humanoid Robotics | 2020 | DOI:10.1142/S0219843620300019
ABSTRACT: Recent studies suggest that robot-based interventions are potentially effective in diagnosis and therapy of autism spectrum disorder (ASD), demonstrating that robots can improve the engagement abilities and attention in autistic children. While methodological approaches vary significantly in these studies and are not unified yet, researchers often develop similar solutions based on similar conceptual and practical premises. We systematically review the latest robot-intervention techniques in ASD research (18 research papers), comparing multiple dimensions of technological and experimental implementation. In particular, we focus on sensor-based assessment systems for automated and unbiased quantitative assessments of children’s engagement and attention fluctuations during interaction with robots. We examine related technologies, experimental and methodological setups, and the empirical investigations they support. We aim to assess the strengths and limitations of such approaches in a diagnostic context and to evaluate their potential in increasing our knowledge of autism and in supporting the development of social skills and attentional dispositions in ASD children. Using our acquired results from the overview, we propose a set of social cues and interaction techniques that can be thought to be most beneficial in robot-related autism intervention.
● Acceptability of Persuasive Prompts to Induce Behavioral Change in People Suffering from Depression
Springer | 2019 | DOI:10.1007/98-3-030-29390-1_7
ABSTRACT: In recent years, there has been a growing concern regarding the increased occurrence of mental health disorders amongst the population worldwide and its debilitating effects on not only the individual suffering from it but also on the economy. Depression, being the most prevalent mental illness, urges the need to test different methodologies to try and tackle the issue. One such method is the adoption of persuasive behavioral change models in prompts for mHealth applications to assist in ‘prompting’ the user to adopt healthier behaviors. However, the acceptability of such persuasive prompts along with the selection of behavioral change models most suitable for people suffering through depression is unknown. In this work, we present the results of a cross- sectional acceptability study that tested the acceptability of persuasive prompts through two types of users: ones suffering from depression and ones without any depressive symptoms. In a study with 29 individuals without depression and 21 individuals with depression, we observed the differences between the results of both types of users and were able to show that not only were the prompts accepted by both users, but they have the potential to induce behavioral change.