The formulated co-design activity was conducted with five children with ADHD as well as six children without an ADHD diagnosis, following the suggestion of U1 and E3 to additionally recruit neurotypical children. Including neurotypical children in the design process was also in line with our vision to include as many stakeholder groups of the care ecosystem of a child with ADHD as possible, which can include neurotypical children. Our goal was to explore how children would envision and interact with a technology that allows them to tell a story about a recent past event and their perceived emotions about it (reflection aspect) and share it with other members of the care ecosystem (communication aspect). Before conducting the first co-design session, we consulted with therapists E7-E9. We presented the final structure of the co-design activity to them for any additional feedback. Having the detailed description of the co-design activity at hand, the therapists made an informed selection of children they were treating who they deemed appropriate to contact for participating in the study. Originally, eight families were contacted, of which five responded positively and participated in the co-design sessions.
In particular, children AC2-AC6 participated in the co-design sessions, along with E7-E9, who were present during the co-design activity. It should be noted that AC3 and AC4 who are siblings participated in the co-design session together, each making their own "design". Moreover, the co-design activity was carried out with six neurotypical children, NC1-NC6. The neurotypical children participants were recruited using the extended network of the authors and snowball sampling strategy. More information is presented in Table
1 (see participants marked in column Step 3). The co-design activity with AC2-AC6 took place at the therapy centre, while the sessions with NC1-NC6 were conducted at a location that was convenient to the participants, either their own homes or the house of a contact person of the authors.
6.1 Process & Analysis
The same process regarding welcoming participants and consent forms described in Step 1 (see section
4) was followed, after which the researcher engaged in a short, casual conversation with each child to re-establish rapport and help the child feel more comfortable. The researcher explained once again the process they would follow, and that
"they needed the help of the child to design a cool technology for them" that the child itself could make it
"in any way they wanted". The researcher and the child then engaged in a short discussion about what the child enjoys doing. Following this, the researcher instructed the child to imagine an application where they could input what they like and what they do not like about things or events that have happened. This would allow them to be able to "keep" all those things and be able to look at them later. The researcher then asked the children if they would like to help with making this application and drawing what it would look like.
The children were provided with a variety of materials in order to equip the application with "something that recently happened and they liked". The materials that children had at their disposal for the activity was the following (see Figure
1): paper "tablets", different coloured crayons, pens, pencils and markers, post-it notes, and glue. They were also provided with paper icons which they could glue upon their designs. The icons represented various type of media: videos, images, and recordings, as well as smileys portraying different feelings: happiness, sadness, surprise, anger, disgust and love. The smileys were pre-selected based on a discussion with E7, E8 and E9 about which feelings should be included in the activity. Finally, participants were also provided with paper snippets baring the following prompts: "Something that happened and I liked was", "When did this happen", "Who was there", "Where did this happen", "Why did you like it". All children could read the prompts by themselves, without external help from the researcher or their therapist. We used these scaffolding questions to facilitate storytelling as suggested by Loke et al. [
37].
Participants made designs using the materials described above, in which they told a story about "something that happened that they liked", explained their feelings about it, and answered the reflective questions described above. At each stage, children could use any of the available icons described above. During the sessions, the researcher was not taking any notes but was fully present and engaging with the children [
37]. After the design activity, children were asked questions to infer their opinions and experience. In particular, they were asked if they would use this application, what kind of things they would like to input in such an application, if they would share those things with others, if they would change or add something, and what they liked and disliked about the application. The sessions were audio recorded with the participants’ consent, transcribed non-verbatim, and translated from Greek to English for analysis. Two researchers analysed the interviews by performing open coding, using the MaxQDA software. The findings from Step 3 are presented below.
6.2 Co-design Session Findings
Here, we summarise our findings from the co-design sessions. As an example of the children’s designs, Figure
4 shows the designs of AC3, AC2, and NC6 (translations in English of the children’s handwritten text superimposed). The supplementary material includes all eleven designs of children participants crafted in this step.
Overall, the process and the technology concept appealed to all participants, and they were very engaged with it. For instance, the majority of the children, both with and without an ADHD diagnosis, got so immersed in the application concept, that they would pretend to tap on the recording button once they glued it on the paper tablet, and say out loud what they would like the application to record. This is also reflected in the comment of one of the therapists, who voiced positive surprise about the behaviour of a usually particularly active child who participated in the co-design activities without any issues: "I think I have never seen you so calm and focused!" (E9 to AC6). For AC2-AC6, the previously conducted interviews with the same researcher present seemed to have acted as a warm up activity, making them feel more comfortable and potentially acting as a scaffold to the co-design activity, as they had already discussed with the researcher activities they enjoy doing.
Both groups of children (with and without an ADHD diagnosis) liked the idea of being able to log and "keep the things that happened" (NC1). They would "use the app to see what [they] did and liked, in order to do it again" (NC1, NC3). Regarding when they would use such a technology, they "would use it when [they] had something important to log. [They] would have [their] memories in it so that [they] could go back to it afterwards" (NC3). Others said they would use it "at least a couple of times a week", when something important happens (NC1, NC4, AC3, AC4, AC6), while others "sometimes" (NC3, AC5). All participants also said that they would not need any specific incentive to use it, but would like to use it anyway.
"I would not have it as a game. I would have it as a means, I would use it to be able to express myself more freely." (AC6)
This further underlined the value that the children found in a technology that would allow them to express what they liked and be able to reflect upon it. With respect to the way that they could "tell their story", all children found the guiding questions helpful, as "it helps [them] keep the basic important content" (NC1). They also enjoyed the ability to be able to express themselves with multiple media types (text, recording, image, video), with each child using a variety of the media they preferred. AC5 and NC6 additionally drew pictures about the experience they were describing. All children stated they would like to share the "posts" they would make in such an application, e.g. with their parents, teachers or therapists. In more detail, AC2 mentioned he would like to share his post with his mother, AC3 to her friends, cousins, and "actually all the people [I] know!", AC5 "to [her] teacher, to [her] mum, to [her] dad, and to [name of E7]" and AC6 to everyone, but "mostly [his] friends". AC4 however specified he would "only want to show it to [his] sister". From the six neurotypical children, NC1, NC2, and NC3 specified they would share their posts with friends, parents, and teachers. On the other hand, NC4 would prefer to share his posts with his cousins, friends, and siblings, but "maybe not with teachers". Participants did not mention specific types of posts they would or would not want to share, rather focusing on the types of posts they would like to create in general, as described above.
Participants particularly liked the ability to
"add the feelings that belonged to the experience with the icons" (NC6). We observed that the only feeling that was not used from the available icons was disgust, while AC6 said he would have liked to be able to add the feeling of pride, which was currently missing. Another finding regarding the feelings that children expressed can be observed in the design of AC2 (see Figure
4). In particular, he associated both positive and negative feelings with a positive experience (playing a video game), namely happiness, anger and sadness.
Another interesting finding regarded the nature of things that children would like to log in such a technology. In more detail, when asked whether they would like to input the things that happened and they liked, those they did not like, or both, eight out of eleven children responded that they would only like to log the positive experiences. The explanations for that included that they "don’t want to remember the negative things" (AC3, AC4), because that would make them "sad" (NC1) or "upset and angry" (NC4), or because they "simply don’t want to" (AC2). The exceptions were NC2, who would "like to be able to also log the negative experiences to look at them afterwards and maybe improve them in the future", AC5, who would "like to log both the positive and negative experiences, but be able to see only the positive afterwards", and AC6, who said that he’d "like to log if [he] had a fight with [his] friends, to also be able to input the next day that they made up and played together". Finally, it should be noted that we found no notable differences to report between the co-design with children with ADHD and neurotypical children who participated in the co-design. This applied both to the process of the co-design, as well as the findings we derived from the co-design sessions.
The findings from the eleven co-design sessions further underlined the importance of free expression and reflection as vehicles to well-being, additionally linking them to aspects of empowerment such as satisfaction and agency, since the activity appealed to all children and they enjoyed "being able to freely express themselves".