为青少年心理健康设计:在公共图书馆环境中共同设计虚拟现实技术的探索

Elin A. Björling , Kung Jin Lee , Jin Ha Lee , Ruican Zhang , Sean Roth , Juan Rubio
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引用次数: 0

摘要

在美国,青少年的心理健康正处于危机状态。每三名青少年中就有一人受到心理健康问题的困扰,而自杀是 15-24 岁青少年的第三大死因。对心理健康资源的需求远远大于供给,这表明我们需要创造性的、易于获取的心理健康资源。公共图书馆是面向所有社区成员的社区资源,也是提供心理健康支持的理想场所。因此,在本项目中,我们让三组不同的青少年(n = 30)参与到旨在支持青少年心理健康的虚拟现实环境的设计和开发中。来自两个城市(西雅图和华盛顿特区)和一个农村(德克萨斯州)的青少年参加了由当地图书馆工作人员主持的为期 13 节课的课后共同设计项目。通过这些设计课程,我们了解到:(1) 青少年对谈论心理健康感兴趣并参与其中,他们认为大自然和动物能让他们放松并有所帮助。(2) 青少年认为虚拟现实(VR)环境可以帮助他们管理或避免压力和不知所措的感觉。(3) 作为设计者,青少年喜欢积极的互动和对设计进行反复修改的能力。(4) 青少年的虚拟现实设计通常包括在大自然中和与动物在一起。这些数据表明,虚拟现实可能是一种成功的媒介,而公共图书馆则是让青少年参与心理健康共同设计的合适场所。更重要的是,这些项目可以鼓励青少年思考和讨论自己的心理健康问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Designing for Teen Mental Health: An exploration of the co-design of virtual reality in the public library setting
Teen mental health is in a state of crisis in the United States. One in three adolescents is suffering from a mental health issue and suicide is the third leading cause of death for teens ages 15–24. The demand for mental health resources far outweighs the supply suggesting creative and accessible mental health resources are needed. The public library is a community resource available to all community members and is an ideal location for providing mental health supports. Therefore, in this project, we engaged three, diverse groups of teens (n = 30) in the design and development of a virtual reality environment intended to support teen mental health. Teens from two urban (Seattle and Washington, D.C.) and one rural setting (Texas) participated in a 13-session, after school co-design program led by local library staff. Through these design sessions, we learned that (1) Teens are interested and engaged in talking about their mental health and find nature and animals relaxing and helpful. (2) Teens envision virtual reality (VR) as an environment to help them manage or avoid stress and feelings of overwhelm. (3) As designers, teens enjoy active interaction and the ability to iterate on their designs. (4) VR designs by teens often included being in nature and with animals. These data suggest that virtual reality may be a successful medium and public libraries an appropriate site in which to engage teens in co-design for mental health. More importantly, such programs may offer an invitation to encourage teens to think about and discuss their own mental health.
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7.20
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73
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