Desirable design: What aesthetics are important to young people when designing a mental health app?
- Publisher:
- SAGE Publications
- Publication Type:
- Journal Article
- Citation:
- Health Informatics J, 2024, 30, (4), pp. 14604582241295948
- Issue Date:
- 2024
Open Access
Copyright Clearance Process
- Recently Added
- In Progress
- Open Access
This item is open access.
Full metadata record
Field | Value | Language |
---|---|---|
dc.contributor.author | Garrido, S | |
dc.contributor.author |
Doran, B |
|
dc.contributor.author | Oliver, E | |
dc.contributor.author | Boydell, K | |
dc.date.accessioned | 2025-01-31T04:59:39Z | |
dc.date.available | 2025-01-31T04:59:39Z | |
dc.date.issued | 2024 | |
dc.identifier.citation | Health Informatics J, 2024, 30, (4), pp. 14604582241295948 | |
dc.identifier.issn | 1460-4582 | |
dc.identifier.issn | 1741-2811 | |
dc.identifier.uri | http://hdl.handle.net/10453/184748 | |
dc.description.abstract | Objectives: Smartphone apps can be highly effective in supporting young people experiencing mood disorders, but an appealing visual design is a key predictor of engagement with such apps. However, there has been little research about the interaction between visual design, mood and wellbeing in young people using a mental health app. This study aimed to explore young people's perspectives on colour and visual design in the development of a music-based app for mood management. Methods: Workshops were conducted with 24 participants (aged 13-25 years) with data analysis following a general inductive approach. Results: Results indicated that colour could impact wellbeing in both positive and negative ways. Participants favoured a subtle use of colour within sophisticated, dark palettes and were influenced by a complex interplay of common semiotic values, experiences with other apps, and mood. Conclusions: These findings highlight the highly contextual nature of the relationship between colour and mood, emphasising the importance of co-design in app development. | |
dc.format | ||
dc.language | eng | |
dc.publisher | SAGE Publications | |
dc.relation.ispartof | Health Informatics J | |
dc.relation.isbasedon | 10.1177/14604582241295948 | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.subject | 0806 Information Systems, 0807 Library and Information Studies | |
dc.subject.classification | Medical Informatics | |
dc.subject.classification | 4203 Health services and systems | |
dc.subject.classification | 4601 Applied computing | |
dc.subject.mesh | Humans | |
dc.subject.mesh | Adolescent | |
dc.subject.mesh | Mobile Applications | |
dc.subject.mesh | Female | |
dc.subject.mesh | Male | |
dc.subject.mesh | Adult | |
dc.subject.mesh | Young Adult | |
dc.subject.mesh | Esthetics | |
dc.subject.mesh | Smartphone | |
dc.subject.mesh | Mental Health | |
dc.subject.mesh | Humans | |
dc.subject.mesh | Mental Health | |
dc.subject.mesh | Esthetics | |
dc.subject.mesh | Adolescent | |
dc.subject.mesh | Adult | |
dc.subject.mesh | Female | |
dc.subject.mesh | Male | |
dc.subject.mesh | Young Adult | |
dc.subject.mesh | Mobile Applications | |
dc.subject.mesh | Smartphone | |
dc.subject.mesh | Humans | |
dc.subject.mesh | Adolescent | |
dc.subject.mesh | Mobile Applications | |
dc.subject.mesh | Female | |
dc.subject.mesh | Male | |
dc.subject.mesh | Adult | |
dc.subject.mesh | Young Adult | |
dc.subject.mesh | Esthetics | |
dc.subject.mesh | Smartphone | |
dc.subject.mesh | Mental Health | |
dc.title | Desirable design: What aesthetics are important to young people when designing a mental health app? | |
dc.type | Journal Article | |
utslib.citation.volume | 30 | |
utslib.location.activity | England | |
utslib.for | 0806 Information Systems | |
utslib.for | 0807 Library and Information Studies | |
pubs.organisational-group | University of Technology Sydney | |
pubs.organisational-group | University of Technology Sydney/Provost | |
pubs.organisational-group | University of Technology Sydney/Provost/TD School | |
utslib.copyright.status | open_access | * |
dc.rights.license | This work is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). To view a copy of this license, visit https://creativecommons.org/licenses/by/4.0/ | |
dc.date.updated | 2025-01-31T04:59:37Z | |
pubs.issue | 4 | |
pubs.publication-status | Published | |
pubs.volume | 30 | |
utslib.citation.issue | 4 |
Abstract:
Objectives: Smartphone apps can be highly effective in supporting young people experiencing mood disorders, but an appealing visual design is a key predictor of engagement with such apps. However, there has been little research about the interaction between visual design, mood and wellbeing in young people using a mental health app. This study aimed to explore young people's perspectives on colour and visual design in the development of a music-based app for mood management. Methods: Workshops were conducted with 24 participants (aged 13-25 years) with data analysis following a general inductive approach. Results: Results indicated that colour could impact wellbeing in both positive and negative ways. Participants favoured a subtle use of colour within sophisticated, dark palettes and were influenced by a complex interplay of common semiotic values, experiences with other apps, and mood. Conclusions: These findings highlight the highly contextual nature of the relationship between colour and mood, emphasising the importance of co-design in app development.
Please use this identifier to cite or link to this item:
Download statistics for the last 12 months
Not enough data to produce graph