140 research outputs found

    Exploring the Potential of Creative Museum-led Activities to Support Stroke In-patient Rehabilitation and Wellbeing: A Pilot Mixed-methods Study

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    BACKGROUND: This paper proposes a framework for studying the potential of museum-led interventions for supporting stroke rehabilitation goals. METHODS: The intervention was based on Kirvevold et al.’s model for interventions for post-stroke wellbeing. Mixed-methods data was collected to review benefits in a pilot study, including retrospective video observations for six sessions with four patients; interviews with patients, carers and facilitators; pre-post patient assessments; and facilitator diaries. RESULTS: Systematic analysis of videos showed high levels of concentration and engagement with museum objects, low levels of social interaction, and positive or neutral mood throughout. Thematic qualitative analysis suggested patients felt engaged in meaningful activities, which lifted negative mood, provided positive distraction from the ward, and increased self-esteem, including belief in patient abilities. CONCLUSION: Further research is needed to fully establish the potential of museum-led interventions for stroke rehabilitation

    Bullying victimisation in adolescence: prevalence and inequalities by gender, socioeconomic status and academic performance across 71 countries

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    Background: Bullying victimisation is of global importance due to its long-term negative consequences. We examined the prevalence of victimisation and its inequalities in 15-year-olds across 71 countries. Methods: Data were from the Programme for International Student Assessment (March-August 2018). Students reported frequencies of relational, physical, and verbal victimisation during the last 12 months, which were analysed separately and combined into a total score. Prevalence of frequent victimisation (> a few times a month) was estimated, followed by mean differences in total score by gender, wealth and academic performance quintiles in each country. Meta-analyses were used to examine country differences. Findings: Of 421,437 students included, 113,602 (30·4%) experienced frequent victimisation, yet this varied by country-from 9·3% (Korea) to 64·8% (Philippines). Verbal and relational victimisation were more frequent (21·4%, 20.9%, respectively) than physical victimisation (15·2%). On average, boys (vs girls +0·23SD, 95%CI: 0·22-0·24), students from the lowest wealth (vs highest +0·09SD, 0·08-0·10) and with lowest academic performance (vs highest +0·49SD, 0·48-0·50) had higher scores. However, there was substantial between-country heterogeneity in these associations (I2=85%-98%). Similar results were observed for subtypes of victimisation-except relational victimisation, where gender inequalities were smaller. Interpretation: Globally, bullying victimisation was high, although the size, predominant subtype and strength of associations with risk factors varied by country. The large cross-country differences observed require further replication and empirical explanation, and suggest the need to and the large scope for reducing bullying victimisation and its inequity in the future. Funding: Japan Foundation for Pediatric Research

    PizzaBlock: Designing Artefacts and Roleplay to Understand Decentralised Identity Management Systems

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    This pictorial describes in detail the design, and multiple iterations, of PizzaBlock - a role-playing game and design workshop to introduce non-technical participants to decentralised identity management systems. We have so far played this game with six different audiences, with over one hundred participants - iterating the design of the artefacts and gameplay each time. In this pictorial, we reflect on this RtD project to unpack: a) How we designed artefacts and roleplay to explore decentralised technologies and networks; b) How we communicated the key challenges and parameters of a complex system, through the production of a playable, interactive, analogue representation of that technology; c) How we struck a balance between playful tangible gameplay and high-fidelity technical analogy; and d) How approaches like PizzaBlock invite engagement with complex infrastructures and can support more participatory approaches to their design

    On Speculative Enactments

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    Speculative Enactments are a novel approach to speculative design research with participants. They invite the empirical analysis of participants acting amidst speculative but consequential circumstances. HCI as a broadly pragmatic, experience-centered, and participant-focused field is well placed to innovate methods that invite first-hand interaction and experience with speculative design projects. We discuss three case studies of this approach in practice, based on our own work: Runner Spotters, Metadating and a Quantified Wedding. In distinguishing Speculative Enactments we offer not just practical guidelines, but a set of conceptual resources for researchers and practitioners to critique the different contributions that speculative approaches can make to HCI discourse

    Data Work in a Knowledge-Broker Organization: How Cross-Organizational Data Maintenance shapes Human Data Interactions.

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