Abstract

Co-design, defined as collective creativity across the entire design process, can lead to the development of interventions that are more engaging, satisfying, and useful to potential users. However, using this methodology within the research arena requires a shift from traditional practice. Co-design of eHealth interventions with children and young people has additional challenges. This review summarizes the applied core principles of co-design and recommends techniques for undertaking co-design with children and young people. Three examples of co-design during the development of eHealth interventions (Starship Rescue, a computer game for treating anxiety in children with long-term physical conditions, a self-monitoring app for use during treatment of depression in young people, and HABITS, the development of an emotional health and substance use app, and eHealth platform for young people) are provided to illustrate the value and challenges of this contemporary process.

Highlights

  • What Is Co-design?Co-design originated from the field of participatory design [1] and involves a process of collective creativity applied across the entire design process [2]

  • Co-design is different from co-creation, defined as any act of collective creativity [2]

  • Co-design is an important step for increasing the extent to which interventions are user-centered

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Summary

INTRODUCTION

Co-design originated from the field of participatory design [1] and involves a process of collective creativity applied across the entire design process [2]. During co-design, active collaboration occurs between researchers, designers, developers, and users as “experts of their experiences” [3]. Most co-design processes begin with understanding the current needs and behaviors of users, developing concepts that are tested in simple, fast, and low-cost ways before being improved through an iterative process. Two structured methods applicable to service design and research are the five stage process by Bowen et al [5] and the six stage process by Boyd et al [6]. Bowen proposes (i) understanding and sharing experiences, (ii) exploring blue-sky ideas, (iii) selecting and developing blue-sky concepts, (iv) converging to practical proposals, and (v) prototyping and evaluating. Rather than beginning with acquired expert knowledge or academic research, co-designers seek to deeply understand contemporary lived experience from users to know what problems need to be solved

Agile Design
CONCLUSION
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