Exploring Situated & Embodied Support for Youth's Mental Health: Design Opportunities for Interactive Tangible Devices

Honorable Mention
Full-Body Interaction & Embodied InputMental Health Apps & Online Support CommunitiesEarly Childhood Educators

Title of the Paper

Exploring Situated & Embodied Support for Youth’s Mental Health: Design Opportunities for Interactive Tangible Device

Paper Information

  • Research Domain: Human-Computer Interaction (HCI), Mental Health Technology, Emotion Regulation Technology
  • Keywords: Youth Mental Health, Situated Support, Embodied Support, Interactive Tangible Device, Emotion Regulation Technology, Co-Design
  • Publication Date and Conference: ACM Woodstock '18, June 03–05, 2018
  • DOI: https://doi.org/10.1145/3491102.3502135

Research Background and Problem Statement

  • Identified Problems or Challenges:

    • Mental health issues such as depression and anxiety are prevalent among youth, yet they tend to avoid seeking help.
    • While the importance of emotion regulation skills in clinical psychology (e.g., CBT/DBT) is well-recognized, effective methods to transfer these skills from guided training to real-life scenarios are lacking.
    • Current digital mental health technologies primarily focus on education rather than real-time, context-sensitive support, and lack design mechanisms tailored to specific situations to assist youth in managing emotional distress.
  • Significance of the Research:

    • Emotion regulation is considered a transdiagnostic approach to preventing mental health deterioration, reducing symptoms of anxiety and depression, and promoting psychological and social adaptability among youth.
  • Research Motivation:

    • To utilize an interactive, tangible device (e.g., "Purrble") to provide immediate emotional support and evaluate its potential psychological impact.

Proposed Solution

  • Proposed Method or Solution:

    • Develop and explore the interactive emotion regulation device "Purrble," which integrates embodied interaction concepts (e.g., tactile and physical feedback). The design goal is to enable youth to manage their emotions by altering the device’s “emotional state.”
    • Purrble is an interactive plush toy that simulates a “heartbeat” through vibrations and sounds, which can be calmed by touch.
  • Innovative Aspects:

    • Combines tangible and embodied interaction with real-time emotion regulation, creating a tool that serves both educational and therapeutic purposes.
    • Extends the use of such devices to youth aged 16–24, aiming to understand their potential to transcend traditional psychological intervention boundaries.
  • Implementation Steps:

    • Phase 1: Device deployment experiment (6–7 weeks) involving 109 youth participants, including semi-structured interviews on emotion regulation effects (44 interviews) and detailed follow-up studies.
    • Phase 2: Co-design workshops with participants to explore directions for technical improvements and user needs.

Research Findings

  • Specific Outcomes:

    • Interactive tangible devices like Purrble provided most participants with immediate psychological support in situ:
      • Helped youth calm down during emotional distress, cope with stress, loneliness, or academic pressure.
      • Participants reported significant psychological benefits, including reduced anxiety, improved sleep, and enhanced self-efficacy.
    • The device’s physical attributes (e.g., tactile and vibration feedback) greatly enhanced its contextual relevance and tactile appeal.
  • Advantages Compared to Existing Solutions:

    • Surpasses mental health technologies that merely provide educational information by embedding embodied devices into daily life for real-time emotional support.
    • By integrating physical and cognitive dimensions, such devices reduce the high cognitive demands of traditional emotion regulation techniques, especially during intense emotional states.
  • Experimental or Evaluation Results:

    • The majority of users positively evaluated the device’s effectiveness (62% of college students reported mental health improvements).
    • During co-design sessions, participants suggested further functional optimizations (e.g., adding multiple usage modes) and integrating social support features.
  • Limitations and Future Directions:

    • Limitations:
      • Some youth felt uncomfortable using a device designed for children and expressed concerns about social judgment during use.
      • The study did not establish the long-term motivational potential for interaction across diverse contexts.
    • Future Directions:
      • Develop a version of the device specifically tailored for youth to enhance user acceptance.
      • Conduct in-depth research on expanding the device’s applicable scenarios (e.g., through companion apps or more discreet wearable devices).
      • Explore how the device can complement traditional psychological interventions or support the transfer of more complex emotional skills.

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https://hci.top/en/papers/chi/68775/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3502135
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CHI
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2022
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Honorable Mention
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8 authors
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Full-Body Interaction & Embodied Input, Mental Health Apps & Online Support Communities
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Early Childhood Educators
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