Design Opportunities for Digital Men's Health: An Exploratory Study Focusing on Football Fandom
Authors
Many men stop exercising as they age, engage in risky behaviours such as alcohol misuse, are reluctant to admit to mental health problems, and avoid seeking help. Men are generally hard to reach for community health interventions. However, interventions run at football clubs have successfully engaged men and have led to positive health outcomes. Mobile health technology might similarly be designed to engage and encourage men via connections with football. This technology could be used to augment and extend community programs, or be used to target global fan bases. However, it is not clear if and how what attracts men to community interventions can translate to technology. In this paper we report a design study with 18 middle-age male participants exploring what men find important in football, and connections between football, health and technology. We present five design opportunities to guide and prompt further innovation in this area.
Research Questions / Practical Problems
Question signals indexed for this paper.
- 75%
Putting the Self in Self-Tracking: The Value of a Co-Designed ‘How Might You’ Self-Tracking Guide for Teenagers
CHI '23· Mental Health Apps & Online Support Communities +1
- 75%
Balancing Flexibility and Authority: Exploring Negotiation as an Interaction Strategy for Healthy Sleep Behaviors
DIS '23· Mental Health Apps & Online Support Communities +1
- 67%
Toward Future-Centric Personal Informatics: Expecting Stressful Events and Preparing Personalized Interventions in Stress Management
CHI '20· Mental Health Apps & Online Support Communities +1
- 67%
Does Smartphone Use Drive our Emotions or vice versa? A Causal Analysis
CHI '20· Mental Health Apps & Online Support Communities +1
- 67%
Data Engagement Reconsidered: A Study of Automatic Stress TrackingTechnology in Use
CHI '21· Mental Health Apps & Online Support Communities +1
- 60%
SleepBandits: Guided Flexible Self-Experiments for Sleep
CHI '20· Mental Health Apps & Online Support Communities +1
- 60%
ZenVR: Design Evaluation of a Virtual Reality Learning System for Meditation
CHI '22· VR Medical Training & Rehabilitation +2
- 60%
Self-Tracking to Do Less: An Autoethnography of Long COVID That Informs the Design of Pacing Technologies
CHI '23· Mental Health Apps & Online Support Communities +2
- 60%
DeepStress: Supporting Stressful Context Sensemaking in Personal Informatics Systems Using a Quasi-experimental Approach
CHI '24· Mental Health Apps & Online Support Communities +1
- 60%
Momentary Stressor Logging and Reflective Visualizations: Implications for Stress Management with Wearables
CHI '24· Mental Health Apps & Online Support Communities +1
Based on Jaccard similarity of research subtopics & professions (≥60%)