In this paper, we describe a user-centred design process, where we engaged with 58 adolescents over an 18-month period to design and evaluate a multiplayer mobile game which prompts peer-led interactions around sex and sexuality. Engagement with our design process, and response to our game, has been enthusiastic, highlighting the rich opportunities for HCI to contribute constructively to how HCI may contribute to sexual health in adolescents. Based on our experiences we discuss three lessons learnt: lightweight digital approaches can be extremely successful at facilitating talk among young people about sex; sharing control of the conversation between all stakeholders is a fair and achievable approach; even problematic interactions can be op...
Modern eHealth technologies, such as serious games, social media\ud and mobile applications addressi...
Background: Nowadays adolescents primarily use modern, often web-based technology, such as social me...
This article discusses a participant design research project. The project aimed to provide informati...
BACKGROUND: Sexual health education in the United Kingdom is of variable quality, typically focusing...
Background: Young people are at risk of poor sexual health and are, therefore, in need of comprehens...
This article is distributed under the terms of the Creative Commons Attribution 4.0 International Li...
BACKGROUND: Sexual health education in the United Kingdom is of variable quality, typically focusing...
Background: The increasing pervasiveness of mobile technologies has given potential to transform hea...
The presentation powerpoint's website is located at http://citers2014.cite.hku.hk/promoting-sexualit...
© The Author(s) 2018. This article reports on focus groups exploring the best way to reach young men...
This project explores ways to promote wellness and knowledge and reduce the stigma surrounding sexua...
Ph. D. Thesis.Digital technology holds a pivotal role in the construction of young people’s gender ...
Background: Young people are at risk of poor sexual health and are, therefore, in need of comprehen...
Background: Nowadays adolescents primarily use modern, often web-based technology, such as social me...
This paper was commissioned by the section of Health and Education at UNESCO as a background paper f...
Modern eHealth technologies, such as serious games, social media\ud and mobile applications addressi...
Background: Nowadays adolescents primarily use modern, often web-based technology, such as social me...
This article discusses a participant design research project. The project aimed to provide informati...
BACKGROUND: Sexual health education in the United Kingdom is of variable quality, typically focusing...
Background: Young people are at risk of poor sexual health and are, therefore, in need of comprehens...
This article is distributed under the terms of the Creative Commons Attribution 4.0 International Li...
BACKGROUND: Sexual health education in the United Kingdom is of variable quality, typically focusing...
Background: The increasing pervasiveness of mobile technologies has given potential to transform hea...
The presentation powerpoint's website is located at http://citers2014.cite.hku.hk/promoting-sexualit...
© The Author(s) 2018. This article reports on focus groups exploring the best way to reach young men...
This project explores ways to promote wellness and knowledge and reduce the stigma surrounding sexua...
Ph. D. Thesis.Digital technology holds a pivotal role in the construction of young people’s gender ...
Background: Young people are at risk of poor sexual health and are, therefore, in need of comprehen...
Background: Nowadays adolescents primarily use modern, often web-based technology, such as social me...
This paper was commissioned by the section of Health and Education at UNESCO as a background paper f...
Modern eHealth technologies, such as serious games, social media\ud and mobile applications addressi...
Background: Nowadays adolescents primarily use modern, often web-based technology, such as social me...
This article discusses a participant design research project. The project aimed to provide informati...