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JMIR Mental Health - Apps With Maps—Anxiety and Depression Mobile Apps With Evidence-Based Frameworks: Systematic Search of Major App Stores
Of the 293 apps shortlisted as offering a therapeutic treatment for anxiety and/or depression, 162 (55.3%) mentioned an evidence-based framework in their app store descriptions. Of the 293 apps, 88 (30.0%) claimed to use cognitive behavioral therapy techniques, 46 (15.7%) claimed to use mindfulness, 27 (9.2%) claimed to use positive psychology, 10 (3.4%) claimed to use dialectical behavior therapy, 5 (1.7%) claimed to use acceptance and commitment therapy, and 20 (6.8%) claimed to use other techniques. Of the 162 apps that claimed to use a theoretical framework, only 10 (6.2%) had published evidence for their efficacy.
Mobile Health Index and Navigation Database, App Evaluation Resources from the Division of Digital Psychiatry at BIDMC
5 tips for creating a CGM wellness journey - YouTube
Amy Jo Kim interviews Casey Means, cofounder of Levels
The Secret to Engaging people remotely — Daniel Stillman
VARK refers to “Visual, Auditory, (W)ritten and Kinesthetic learning types. Although the theory is contested, it’s still a good shorthand for engagement. While you can’t really diagnose and customize for a specific learning style, adults usually claim to excel in one over the other. I like to make sure I move around the VARK circle early and often. When I work with leaders on developing their facilitation approach I like to get them to think about what other types of variety they might use to engage people. Any one of these modes of engagement can get boring if overused! The code word is variety! Spectrums to create variety across include: Visual: I love to get people to sketch their ideas on paper…it’s a cheat, because it also uses written communications and is highly kinesthetic. It’s a 3-for-1 Auditory: Clear instructions, judicious use of music (one facilitator invited folks to play their own music during a silent, muted brainstorm. Written communications: Anchoring the conversation in written text, either in slides, in chat or in a shared document can create engagement if not overused. Kinesthetic modes: Like stretching, or using objects in their space. Conversational Size, Interpersonal to Intrapersonal: ie, making time for small and large conversations, including time for individuals to think. Tempo or Cadence: making time for short, focused bursts and more slowed down conversations. Control or Power: Making space for structured work as well as creating space for unstructured, decontrolled or decentralized conversations. Patterns: I am a huge fan of breakouts and “think-pair-share” but even that can get boring if over-used. Leveraging a greater variety of group conversational patterns, like round-robin, popcorn-style share outs or fishbowl conversations.
The Tarot Cards of Tech | The power of predicting impact | Artefact
Artefact is proud to introduce The Tarot Cards of Tech: a tool to inspire important conversations around the true impact of technology and the products we design. The Tarot Cards of Tech encourage creators to think about the outcomes technology can create, from unintended consequences to opportunities for positive change. The cards are our way of helping you gaze into the future to determine how to make your product the best it can be.
Testing Content with Users
The impact of guidance on Internet-based mental health interventions — A systematic review - ScienceDirect
Indicators of retention in remote digital health studies: a cross-study evaluation of 100,000 participants | npj Digital Medicine
How to write digital products with personality | by Nick DiLallo | Jan, 2021 | UX Collective
The Idea Adoption Curve – Stratechery by Ben Thompson
The key in all this is crossing the chasm—performing the acts that allow the first shoots of that mainstream market to emerge. This is a do-or-die proposition for high-tech enterprises; hence it is logical that they be the crucible in which “chasm theory” is formed. But the principles can be generalized to other forms of marketing, so for the general reader who can bear with all the high-tech examples in this book, useful lessons may be learned.
How organizers are making remote conferences engaging
Described and Captioned Media Program - Learning Center
DCMP is the leader for captioning and description standards. We provide not only accessible content but the standard for professionals and amateurs working to build quality, accessible media.
50 of the best web, social and design tools and resources - Tallie Proud
Just-in-Time Adaptive Interventions and Adaptive Interventions – The Methodology Center
It’s how you say it: Systematic A/B testing of digital messaging cut hospital no-show rates
KAP COVID Dashboard - Johns Hopkins Center for Communication Programs
Making a New Reality: A Toolkit for Inclusive Media Futures
Why is it important to make sure that emerging media and communications technologies are created by people from a wide variety of backgrounds and identities? The media we consume has an enormous impact on our perception of reality. With this toolkit, we are trying to achieve something that humans have not yet achieved in the history of mass media — fair and equitable representation of the world’s stories and images.
7 Practical Tips for Better Microcopy | Learn UXD
How To Develop a Chatbot From Scratch | by Maruti Techlabs | Chatbots Magazine
CRAP Test - Learn about Evaluating Sources - LibGuides at Colorado Community Colleges Online
Cat-v.org Random Contrarian Insurgent Organization
Online Meetings Effective? 11 Tactics for Gamifying your Next Zoom Meeting - Ludogogy
James Arthur Cattell on Twitter: “I've got 8 minutes to do an icebreaker for 20 people on a video conference call tomorrow. Nothing too personal. Attendees don't have time to prep beforehand. The aim is to get people to say something and be present. If th
great remote icebreaker ideas!
Why you should be using virtual focus groups :: Social Change
An introduction to Virtual Workshops | The Foundation
Trainer's Notebook: Using Dot Voting Online | Beth's Blog
Leading Groups Online: a down-and-dirty guide to leading online courses, meetings, trainings, and events during the coronavirus pandemic
Online Meeting Resources Toolkit for Facilitators - Google Docs
extensive lists of links
Turning your in-person trainings into virtual trainings: 6 tips & tools in the age of the coronavirus - The TESA Collective
A Comprehensive List of Tips, Tools, and Examples for Event Organizers During the Coronavirus Outbreak | CMX
The ultimate guide to remote meetings in 2020 | The Official Slack Blog
How To Run A Free Online Academic Conference - Google Docs
Columbia University School of the Arts' Digital Storytelling Lab – exploring the future of storytelling
Wastewater technologies
Designing Emotional UI - UX Planet
Pyramid of Users' Needs - Aarron Walter, the author of Designing for Emotion, used a Maslow’s hierarchy of needs to create the pyramid of user needs. At the bottom of this pyramid, you can see the baseline characteristic of any product — functionality (does this product work?). Next comes reliability (is this product reliable?), usability (is this product easy to use?), and, finally, pleasurability (does this product makes us feel good when we use it?). Pleasurable products connect with users on an emotional level, and this feature makes them want to use it more and more.
Go read this New York Times exposé on smartphone location tracking because it’s worse than you think - The Verge
Deeply disturbing reporting on smartphone location tracking. iPhone Android alike. Location is supposed to anonymized but it is easily decipherable.
(576) Neuroscientists Discover a Song That Reduces Anxiety By 65 Percent (Listen) - YouTube
No paywall like with Inc magazine weinreich mental_health, technology
Neuroscience Says Listening to This Song Reduces Anxiety by Up to 65 Percent
Chatbots to Support Behavior Change : Online Events Archive | The eLearning Guild
Augmented and Virtual Reality for Behavior Change : Research Library | The eLearning Guild
Augmented and virtual reality can be an incredible tool when it comes to practicing certain skills that may not be safe or realistic in real life. AR and VR technologies are radically changing L&D as an industry. This research report, Augmented and Virtual Reality for Behavior Change, by Julie Dirksen, Dustin DiTommaso, and Cindy Plunkett explores how AR and VR can be a great resource for behavior change. The report examines key research on this, centered on the following themes: Enabling the Behavior Empathy Building Experiencing Consequences Future Projection Feedback Emotional Self-Regulation Download this report to discover how AR and VR solutions are a useful investment for behavior change.
The eLearning Guild: Community & Resources for eLearning Professionals
Don't settle for engagement if you're looking for impact — Pattern Health
Crisis Text Line report reveals words that signal suicide
How Digital Design Drives User Behavior
A review of recent research provides clear evidence that many organizations are currently undervaluing the power of digital design and should invest more in behaviorally informed designs to help people make better choices. In many cases, even minor fixes can have a major impact, offering a return on investment that’s several times larger than the conventional use of financial incentives or marketing and education campaigns.
Evaluating digital health products - GOV.UK
How behavioural sciences can help build a better chatbot experience?
Falsehoods Programmers Believe About Names – With Examples – Shine Solutions Group
A free online introduction to artificial intelligence for non-experts
An Introduction to AI is a free online course for everyone interested in learning what AI is, what is possible (and not possible) with AI, and how it affects our lives – with no complicated math or programming required.
How people decide what they want to know - Tali Sharot and Cass R. Sunstein
Immense amounts of information are now accessible to people, including information that bears on their past, present and future. An important research challenge is to determine how people decide to seek or avoid information. Here we propose a framework of information-seeking that aims to integrate the diverse motives that drive information-seeking and its avoidance. Our framework rests on the idea that information can alter people’s action, affect and cognition in both positive and negative ways. The suggestion is that people assess these influences and integrate them into a calculation of the value of information that leads to information-seeking or avoidance. The theory offers a framework for characterizing and quantifying individual differences in information-seeking, which we hypothesize may also be diagnostic of mental health. We consider biases that can lead to both insufficient and excessive information-seeking. We also discuss how the framework can help government agencies to assess the welfare effects of mandatory information disclosure.
An Interactive Dating Drama for Smart Speaker and Mobile: 5 Days, 5 Dates - BBC R&D
Plus list of resources for designing interactive voice interfaces