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Technology-Enabled Mental Health Service Reform for Open Arms – Veterans and Families Counselling: Participatory Design Study
4 references·5 citing·35 second hop
Technology-Enabled Mental Health Service Reform for Open Arms – Veterans and Families Counselling: Participatory Design Study (2019)Technology-Enabled Mental Health Service …Validation of the InnoWell Platform: Protocol for a Clinical Trial (2019)Validation of the InnoWell Pl…Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform (2019)Project Synergy: co‐designing…Developing a Mental Health eClinic to Improve Access to and Quality of Mental Health Care for Young People: Using Participatory Design as Research Methodologies (2018)Developing a Mental Health eC…Participatory Design in Health Sciences: Using Cooperative Experimental Methods in Developing Health Services and Computer Technology (2006)Participatory Design in Healt…Digital mental health needs a purpose-driven approach (2026)Digital mental health needs a…Rapid systematic review on developing web-based interventions to support people affected by cancer (2022)Rapid systematic review on de…The Potential of Health Information Technologies to Transform Mental Health Care for Young People in Low- and Middle-Income Countries (2021)The Potential of Health Infor…Evaluation of the Usability and Acceptability of the InnoWell Platform as Rated by Older Adults: Survey Study (2021)Evaluation of the Usability a…Recommendations for Implementing Gamification for Mental Health and Wellbeing (2020)Recommendations for Implement…Future Workshops: How to Create Desirable Futures (1988)Third generation participatory design in health informatics—Making user participation applicable to large-scale information system projects (2007)The Action Research Planner (2013)Co-production in practice: how people with assisted living needs can help design and evolve technologies and services (2015)Participatory Research as One Piece of the Puzzle: A Systematic Review of Consumer Involvement in Design of Technology-Based Youth Mental Health and Well-Being Interventions (2015)How Many Interviews Are Enough? (2005)Using thematic analysis in psychology (2006)Sensitive questions in surveys. (2007)Right care, first time: a highly personalised and measurement‐based care model to manage youth mental health (2019)Co-Designing a Mobile App to Improve Mental Health and Well-Being: Focus Group Study (2020)Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study (2021)The PHQ-9 (2001)A Brief Measure for Assessing Generalized Anxiety Disorder (2006)The Columbia–Suicide Severity Rating Scale: Initial Validity and Internal Consistency Findings From Three Multisite Studies With Adolescents and Adults (2011)Flip the Clinic: A Digital Health Approach to Youth Mental Health Service Delivery During the COVID-19 Pandemic and Beyond (2020)Informing the Future of Integrated Digital and Clinical Mental Health Care: Synthesis of the Outcomes From Project Synergy (2022)A theory of human motivation. (1943)Developing a Suicide Prevention Social Media Campaign With Young People (The #Chatsafe Project): Co-Design Approach (2020)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Gamification approaches for open innovation implementation: A conceptual framework (2021)Gamification: a Novel Approach to Mental Health Promotion (2023)The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)Short screening scales to monitor population prevalences and trends in non-specific psychological distress (2002)The Digital Divide Among Low-Income Homebound Older Adults: Internet Use Patterns, eHealth Literacy, and Attitudes Toward Computer/Internet Use (2013)PERSPECTIVE: Older Adults' Adoption of Technology: An Integrated Approach to Identifying Determinants and Barriers (2014)Translation, adaptation and validation of instruments or scales for use in cross‐cultural health care research: a clear and user‐friendly guideline (2010)The Lancet Commission on global mental health and sustainable development (2018)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Evidence summaries: the evolution of a rapid review approach (2012)Predisplacement and Postdisplacement Factors Associated With Mental Health of Refugees and Internally Displaced Persons (2005)Computer-based psychological treatments for depression: A systematic review and meta-analysis (2012)The benefits of playing video games. (2013)
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References

  • 2006Participatory Design in Health Sciences: Using Cooperative Experimental Methods in Developing Health Services and Computer Technology265 cited
  • 2018Developing a Mental Health eClinic to Improve Access to and Quality of Mental Health Care for Young People: Using Participatory Design as Research Methodologies82 cited
  • 2019Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform71 cited
  • 2019Validation of the InnoWell Platform: Protocol for a Clinical Trial62 cited

Cited by

  • 2020Recommendations for Implementing Gamification for Mental Health and Wellbeing74 cited
  • 2021Evaluation of the Usability and Acceptability of the InnoWell Platform as Rated by Older Adults: Survey Study12 cited
  • 2022Rapid systematic review on developing web-based interventions to support people affected by cancer4 cited
  • 2021The Potential of Health Information Technologies to Transform Mental Health Care for Young People in Low- and Middle-Income Countries3 cited
  • 2026Digital mental health needs a purpose-driven approach2 cited

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