“Happiness Inventors”: Informing Positive Computing Technologies Through Participatory Design With Children

“Happiness Inventors”: Informing Positive Computing Technologies Through Participatory Design With Children

“Happiness Inventors”: Informing Positive Computing Technologies Through Participatory Design With Children

Journals

  1. Choubisa R, Singh K, Tommasi M. Development and validation of a web-delivered positive psychological intervention in an Indian Milieu: Lessons from a limited pilot randomized controlled trial. Cogent Psychology 2018;5(1):1488512 View
  2. Calvo R, Dinakar K, Picard R, Christensen H, Torous J. Toward Impactful Collaborations on Computing and Mental Health. Journal of Medical Internet Research 2018;20(2):e49 View
  3. Vichta R, Gwinner K, Collyer B. What would we use and how would we use it? Can digital technology be used to both enhance and evaluate well-being outcomes with highly vulnerable and disadvantaged young people?. Evaluation Journal of Australasia 2018;18(4):222 View
  4. Weisz J, Kuppens S, Ng M, Vaughn-Coaxum R, Ugueto A, Eckshtain D, Corteselli K. Are Psychotherapies for Young People Growing Stronger? Tracking Trends Over Time for Youth Anxiety, Depression, Attention-Deficit/Hyperactivity Disorder, and Conduct Problems. Perspectives on Psychological Science 2019;14(2):216 View
  5. Day J, Freiberg K, Hayes A, Homel R. Towards Scalable, Integrative Assessment of Children’s Self-Regulatory Capabilities: New Applications of Digital Technology. Clinical Child and Family Psychology Review 2019;22(1):90 View
  6. Nunes A, Castro S, Limpo T. A Review of Mindfulness-Based Apps for Children. Mindfulness 2020;11(9):2089 View
  7. Schmitt Z, Yarosh S. Participatory Design of Technologies to Support Recovery from Substance Use Disorders. Proceedings of the ACM on Human-Computer Interaction 2018;2(CSCW):1 View
  8. Parra-González M, López Belmonte J, Segura-Robles A, Fuentes Cabrera A. Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification. Sustainability 2020;12(2):602 View
  9. Baumann A, Cabassa L. Reframing implementation science to address inequities in healthcare delivery. BMC Health Services Research 2020;20(1) View
  10. Bauer N, Ofner S, Moore C, Lynch D, Wiehe S, Downs S, Carroll A, Kronenberger W. Assessment of the Effects of Pediatric Attention Deficit Hyperactivity Disorder on Family Stress and Well-Being: Development of the IMPACT 1.0 Scale. Global Pediatric Health 2019;6:2333794X1983564 View
  11. Cheng V, Piper S, Ottavio A, Davenport T, Hickie I. Recommendations for Designing Health Information Technologies for Mental Health Drawn From Self-Determination Theory and Co-design With Culturally Diverse Populations: Template Analysis. Journal of Medical Internet Research 2021;23(2):e23502 View
  12. Cheng V. Recommendations for Implementing Gamification for Mental Health and Wellbeing. Frontiers in Psychology 2020;11 View
  13. Zieschank K, Day J, Ireland M, March S. Co-design and qualitative validation of animated assessment item content for a child-reported digital distress screener. Internet Interventions 2021;24:100381 View
  14. Wang J, Wang Q, Bao Z, Peng Y, Liu S, Yu T, Wang L, Yang G, Gao M, Sun G. The Combined Effects of Patient Activation and Relational Aspects on the Quality of Life in Atrial Fibrillation Patients. Frontiers in Psychology 2021;12 View
  15. Agapie E, Chang K, Patrachari S, Neary M, Schueller S. Understanding Mental Health Apps for Youth: Focus Group Study With Latinx Youth. JMIR Formative Research 2022;6(10):e40726 View
  16. Schueller S, Parks A. Increasing the total tonnage of human happiness through digital positive psychological interventions: The legacies of MEPS in digital health. The Journal of Positive Psychology 2022;17(2):198 View
  17. Till S, Mkhize M, Farao J, Shandu L, Muthelo L, Coleman T, Mbombi M, Bopape M, Klingberg S, van Heerden A, Mothiba T, Densmore M, Verdezoto Dias N. Digital Health Technologies for Maternal and Child Health in Africa and Other Low- and Middle-Income Countries: Cross-disciplinary Scoping Review With Stakeholder Consultation. Journal of Medical Internet Research 2023;25:e42161 View
  18. Freire K, Pope R, Jeffrey K, Andrews K, Nott M, Bowman T. Engaging with Children and Adolescents: A Systematic Review of Participatory Methods and Approaches in Research Informing the Development of Health Resources and Interventions. Adolescent Research Review 2022;7(3):335 View
  19. Nguyễn S, Moran R, Nguyen T, Bui L. “We Never Really Talked About politics”: Race and Ethnicity as Foundational Forces Structuring Information Disorder Within the Vietnamese Diaspora. Political Communication 2023;40(4):415 View
  20. Birch H, Demmans Epp C. Diverse stakeholders on educational technology development teams: supporting software developers and children. Educational technology research and development 2023;71(5):2021 View
  21. Prachayanant P, Kraiwanit T, Chutipat V. Cryptocurrency gamification: Having fun or making money. Journal of Governance and Regulation 2023;12(2):184 View
  22. Priporas C, Hussain S, Khaneja S, Rahman H. Technology distraction in Generation Z: The effects on consumer responses, sensory overload, and discomfort. International Journal of Information Management 2024;75:102751 View

Books/Policy Documents

  1. Palaigeorgiou G, Sidiropoulou V. Internet of Things, Infrastructures and Mobile Applications. View
  2. Charmaraman L, Delcourt C, Ben-Joseph E, Smucker R. Encyclopedia of Child and Adolescent Health. View
  3. Chen K, Falla D, Patterson D. Design, Learning, and Innovation. View