Project 99: Interactive Service Map

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ILLUSTRATIVE MAP OF DIGITAL ASSETS FOR YOUNG PEOPLE’S MENTAL HEALTH. ABOUT THIS DOCUMENT: The project team collected around fifty examples of services, campaigns and digital assets that were targeted at young people, both under development and available for use. The mapping exercise was not exhaustive. Based on the examples we have identified, we have proposed three ‘activity types’ to base a map of assets in six key audience areas. What is clear is that many services fit more than one activity type.

In terms of the public service context, the value of online information sources is already well recognised. We present examples which show both mental health specific information and wider youth information which includes mental health, with an idea of enabling discussion about how best to present information and encourage interaction and social sharing by young people of accurate content.

In terms of online services, we have presented examples from NHS, third sector and social enterprise/business sectors, which use digital technology to deliver mental health services, increase young people’s engagement with services, and enable young people to self-manage their mental health problems. Assets in this category are likely to be of particular interest to NHS stakeholders.

Finally, we have sought to connect the audience categories to the ways in which young people use the internet to develop and maintain social capital, explore identity and reflect. These assets will be of interest both in terms of their touch points with those using NHS services, and in terms of understanding how young people are using digital in the way young people of previous generations may have kept paper diaries and passed notes in class.

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CONTENTS

1.0. TABLE OF AUDIENCE CATEGORIES

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1.2. TABLE OF ACTIVITY TYPES

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2.0. THE MAP

6-7

2.1. THE MAP | HEALTH AND MENTAL HEALTH INFORMATION

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2.2. THE MAP | SERVICE DELIVERY

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2.3. THE MAP | SOCIAL CAPITAL, SELF-REALISATION AND IDENTITY

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3.0. SERVICE KEY

11-27

4.0. CASE STUDY: WELL HAPPY

28-30

5.0. REFERENCES

31-33

6.0. APPENDICES

34-35

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TABLE OF ACTIVITY TYPES TECHNOLOGY FOR INFORMATION.

TECHNOLOGY FOR DELIVERY OF SERVICES.

TECHNOLOGY FOR SOCIAL CONNECTION, IDENTITY AND SELF REALISATION.

Based on the examples displayed in the map, we have proposed three ‘activity types’ (shown to the left) to base a map of assets in six key audience areas (shown overleaf). What is clear is that many services fit more than one activity type.

Online information services: Initiatives that provide information for young people, or can be used by young people in relation to their mental health. Includes initiatives that enable young people to generate and comment on content.

Communities of interest and informal peer support: Tools and initiatives that young people use for peer support, and online spaces where young people can discuss mental health in a dedicated space.

The six proposed audience segments of young people who use or could use digital technology in relation to their mental health are shown onverleaf. At one end of the audience spectrum, young people with mental health problems want and need CAMHS and other services to recognise their digital lives and utilise technology in care and treatment. At the other end, the whole population of young people can benefit from digital technology in helping them to lead mentally healthy lives. Between the whole population approach and the services context, there are groups of young people who are at particular risk of poor mental health, for whom digital engagement may be an important protective factor, or an additional risk to be addressed.

Service directories and mapping tools: Tools that collect and present information about mental health or related services for young people.

Technology to improve communication between young people and services: Tools and initiatives that use technology to enable young people to communicate directly with mental health services, or to prepare them for accessing services and improve the quality of their service contacts. Ehealth services addressing young people’s mental health: Ehealth initiatives delivering a service to young people in relation to their mental ill health or distress. Service based recovery and self-management tools: Tools provided in a service context to assist young people with understanding, self-managing and enabling recovery from episodes of mental ill health.

Campaigning and engagement: Campaigns and engagement work that enable young people to address mental health, raise awareness, combat stigma, or promote wider community involvement. Personal development: Tools which enable young people to learn more about themselves, and to boost resilience. Story-telling and curation of experiences: Tools that enable young people to tell their own stories, comment and share content with others, and reflect on their progress.

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AUDIENCE CATEGORIES YOUNG PEOPLE WITH MENTAL HEALTH PROBLEMS.

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Young people who have mental health problems, are engaged with services, and want those services to recognise the role of technology in their lives.

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POPULATIONS AT RISK OF POOR MENTAL HEALTH.

Young people who experience distress for whatever reason and might not disclose this to services or trusted adults, but instead use technology to seek help, information or peer support.

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5

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Young people who may be concerned for another person’s mental health, or are supporting a friend or family member in distress.

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PROMOTION AND PREVENTION AT POPULATION LEVEL.

Young people who are exposed to risk factors for poor mental health, including inequalities, exploring the role technology could play in mitigating that risk and increasing access.

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Young people whose online behaviour might place their mental health or that of peers at risk, for whom mentally healthy digital citizenship could be a priority.

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Connecting mental health with the range of mental health promoting activities young people do online. e.g. express themselves, experiment with identity, campaign on issues of concern, and engage with social media, to encourage mental health awareness and reduced stigma.

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THE MAP

This is an interactive document. The digital services map for young people’s mental health is visualised in pages 6 to 9. Each service is individually numbered: zoom in to see each in detail. This number contains a hyperlink - when clicked it takes you to a description of that particular service in the document.

When you’re done reading about a service you can click on the ‘Back to map’ button to return to the main map. Each service description in the glossary provides a link to their official website. For this, you will need to click the ‘Visit website’ button located under the service logo. These are external links and will open in a new browser window.

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ILLUSTRATIVE MAP OF DIGITAL ASSETS FOR YOUNG PEOPLE’S MENTAL HEALTH. Service categories

SERVICE DELIVERY

HEALTH AND MENTAL HEALTH INFORMATION 1.1 Information providers

Services

Big White Wall

Headstrong (IE)

Selfharm .co.uk

Madly in love

Life SIGNS

1.2 Service directory

Reach out (AUS, IRL US)

The Lowdown

2.1 Technology to improve communication between YP and services

Well Happy

A Thin Line (MTV)

Doc ready (IL)

pose, sext, what happens next

SOCIAL CAPITAL, SELF REALISATION AND IDENTITY

2.2. E-health services targeted at young people

Kooth. com

Big White Wall

Mindfull

TESS

Selfharm. co.uk

2.3. Recovery and self-management

My journey

Reach out

3.1. 3.1.Commu Commnities of interest and peer support

The Site Selfharm

Reach out Interactve content

Butterfly project

3.2. Campaigning and engagement

pose, sext, what happens next

Butterfly project

It gets better.

Nae Drama

3.4. Storytelling and curation of experiences

3.3. Personal Discovery / Development

Job4me

My journey

Madly in love (IL)

Unstuck

Recapture

Tumblr T+CS on MM

33. Medfacts (IL)

Recapture

Life. Live it.

CALM

Youthhealth talk.org

Headspace AUS

TheSite.org

User groups

Young Scot

Thinkyou know.co.uk

Where To Go For (IL)

WISH project Support

MOMO Mind of My own

SHARON

Sparx NZ

Look OK Feel Crap

CALM helpline

Cool2talk

MiniMe (IL)

Ginsberg

SHARON

Informal online peer support

Reach out Q+A

Life SIGNS

Look OK Feel Crap

See me

What’s On Your Mind

Body Gossip

Mind’s Eye (IL)

MiniMe (IL)

Ginsberg

Mindfull

Selfharm .co.uk

Youthhealth talk.org

See me

1. YP in mental health services

2. YP in distress who use technology to talk about it.

3. YP concerned for someone else

4. YP exposed to Mental Health risks using technology to address it. 5. YP’s with potentially damaging online behaviors.

6. YP’s engaging in Mental health promoting activities using technologies.

Legend: NHS partners

Facebook

Twitter

Pinterest

Blogging

Tumblr

Youtube

Legend:

Not mental health specific Not just for young people In development

NHS partners Not mental health specific Not just for young people In development

Fig.1: Illustrative Map of Digital Assets for Young People’s Mental Health

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HEALTH AND MENTAL HEALTH INFORMATION 1.2 Service directory

1.1 Information providers

Services

Big White Wall

Medfacts (IL)

User groups

Headstrong (IE)

Recapture

Selfharm .co.uk

Life. Live it.

Madly in love

CALM

Life SIGNS

Youthhealth talk.org

Reach out (AUS, IRL US)

Headspace AUS

The Lowdown

TheSite.org

Well Happy

A Thin Line (MTV)

Young Scot

Think You Know.com

Where To Go For (IL)

1. YP in mental health services

2. YP in distress who use technology to talk about it.

3. YP concerned for someone else.

4. YP exposed to Mental Health risks using technology to address it.

Legend: NHS partners Not mental health specific

5. YP’s with potentially damaging online behaviors.

Not just for young people In development

6. YP’s engaging in Mental health promoting activities using technologies.

Fig.2: Health and Mental Health Information

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SERVICE DELIVERY 2.1 Technology to improve communication between YP and services

2.2. E-health services targeted at young people

2.3. Recovery and self-management

2.1 Technology to improve communication between pose, sext, Doc ready what happens YP and services (IL)

2.2. E-health services targeted at young people

2.3. Recovery and self-management

Services User groups

next

Services WISH

1. YP in mental health services

User groups

Doc ready (IL) WISH

1.2.YP YPininmental distresshealth who services use technology to talk about it.

MOMO Mind of My own

project Support

project Support

pose, sext, what happens next

MOMO Mind of My own

Kooth. com

Big White Wall

SHARON

Kooth. com

Big White Wall

SHARON

Sparx NZ

CALM helpline

Look OK Feel Crap

Sparx NZ

Mindfull

TESS

Look OK Feel Crap

Cool2talk

Mindfull

TESS

CALM helpline

Selfharm. co.uk

Selfharm. co.uk

Cool2talk

My journey

MiniMe

Ginsberg

My journey

MiniMe

Reach out

Reach out

Ginsberg

2.3. YP distress who YP inconcerned for use technology someone else to talk about it.

3.4. YP YP concerned exposed tofor someone else risks Mental Health prefers using technology to adress it 4.5. YP to YP’sexposed with potentially Mental Health risks damaging onbline prefers using behaviors technology to adress it YP’s with engagin in 5.6. YP’s potentially Mental health damaging onbline promoting activities behaviors using technologies 6. YP’s engagin in Mental health promoting activities using technologies

Legend: NHS partners Not mental health specific Not just for young people In development

Fig.3: Service Delivery

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SOCIAL CAPITAL, SELF-REALISATION AND IDENTITY

3.1.Commu Commnities of interest and peer support 3.1.

Services

The Site Selfharm

SHARON

Reach out Interactve content

Informal online peer support

Butterfly project

Reach out Q+A

3.2. Campaigning and engagement

pose, sext, what happens next

Life SIGNS

Butterfly project

Look OK Feel Crap

It gets better.

Nae Drama

See me

What’s On Your Mind

Job4me

Body Gossip

3.4. Storytelling and curation of experiences

3.3. Personal Discovery / Development

Mind’s Eye (IL)

My journey

MiniMe

Ginsberg

Madly in love (IL)

Unstuck

Mindfull

Recapture

Selfharm .co.uk

Tumblr T+CS on MM

Youthhealth talk.org

See me

User groups

1. YP in mental health services

2. YP in distress who use technology to talk about it.

3. YP concerned for someone else.

4. YP exposed to Mental Health risks using technology to address it. 5. YP’s with potentially damaging online behaviors.

6. YP’s engaging in Mental health promoting activities using technologies.

Facebook

Twitter

Pinterest

Blogging

Tumblr

Youtube

Fig.4: Social Capital, Self-realisation and identity

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SERVICE KEY

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VISIT WEBSITE

1. MEDFACTS

2. BIG WHITE WALL

A digital tool that aims to empower young people through accurate, accessible information about mental health medications. It could be a website or an app, or both. It provides easy to understand and reliable online information and advice on how prescribed drugs may influence mental and physical health, with simple explanations of how the medications work. As a result of using Medfacts young people will make more informed choices about their medication, increase their participation in decisions about their treatment and take increased responsibility for their care. An Innovation Labs project being developed by YoungMinds / Tictoc.

Comprehensive online portal for helping people to discuss mental health and distress, receive support anonymously from peers, access therapies and create ‘wall bricks’. Big White Wall was created with Tavistock and Portman NHS trust, and is staffed by online ‘wall guides’ who help run the community and address concerns and risk. The service is sold in to health authorities who purchase licences to allow people to sign up for free. According to location, ehealth services such as talking therapies are available. Veterans and their families can get free access, and members of the public may also pay a £24 per month subscription.

VISIT WEBSITE

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VISIT WEBSITE

VISIT WEBSITE

3. RECAPTURE

5. LIFE. LIVE IT.

An online and offline gallery of personal stories of recovery from eating disorders. Entries combine words and a photograph to create powerful images of hope. Developed by young people and supported by Scottish Government and Young Scot. The work won a Young Scot Award and Beat Award.

The British Red Cross have used Facebook to create a short resource for helping young people provide first aid for self-harm. This is part of their Life. Live It. first aid skills programme for 11-16s.

VISIT WEBSITE

4. HEADSTRONG

6. SELFHARM

Irish mental health charity which has created a network of faceto-face services to promote and improve mental health. The organisation is particularly adept at using multimedia to present and market services.

Selfharm.co.uk is run by YouthScape, a Luton based charity. The web portal provides a forum, a space to tell stories and share artwork and content, and high quality information about self-harm. The organisation is now developing online counselling and group sessions, with funding from Comic Relief.

VISIT WEBSITE

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VISIT WEBSITE

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7. C.A.L.M.

9. YOUTH HEALTH TALK

The Campaign Against Living Miserably exists to prevent male suicide. It uses music to great opportunities for men to discuss distress and emotions, and is active in Merseyside and London. The organisation runs a helpline service for men.

Youth Health Talk presents curated videos and other content of young people talking about their experiences of living with long term conditions, including mental health problems.

VISIT WEBSITE

8. MADLY IN LOVE

10. LIFE SIGNS

A website dedicated to love and mental health – for you and, if you have one, your partner. It will provide advice and support for young people with mental health issues who are in or seeking a romantic relationship, and also for their partners. An Innovation Labs Project, being developed by YouthNet, creators of TheSite.

LifeSIGNS is an online charity, run by its members. It provides a range of information, peer support forums and campaigning support for people who self-harm. It is run by volunteers from their own resources and is not funded externally.

VISIT WEBSITE

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11. HEADSPACE

13. THE SITE

Headspace is the youth mental health organisation in Australia. The website is interesting as it appeals to both professionals and young people.

Run by YouthNet, the site is one of the first, and largest health based site for young people. It provides information, answers questions via ‘Ask the site’ and runs peer support forums including in specialised areas such as self-harm. YouthNet collaborated with 42nd Street and others in developing best practice guidelines for peer support online for those who self-harm.

VISIT WEBSITE

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12. REACH OUT Reachout is a comprehensive portal for young people that enables them to find information, use apps, and find help with mental health and wellbeing. Originally in Australia the model has been exported to Ireland and the USA. VISIT WEBSITE

14. THE LOWDOWN

THE LOWDOWN

VISIT WEBSITE

Commissioned by the Scottish Government as part of a health improvement programme and now maintained by Young Scot, The Lowdown offers information and tools to young people on health related topics. The website also has a information line open 10am-6pm Monday to Friday.

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VISIT WEBSITE

15. YOUNG SCOT

17. THINK U KNOW

Run by Young Scot, the website is a youth information portal for 11-26 year olds on topics from education, sport, money, rights and health. It also provides information about the Young Scot Card and associated discounts as well as the Young Scot Rewards programme.

Run by CEOP, the site has content for 5-7s, 8-10, 11-6 as well as Parent/carers and trainer/teachers. Think U Know? gives information, videos and resources for staying safe online tailored for each age group.

VISIT WEBSITE

16. A THIN LINE

VISIT WEBSITE

MTV (US) run sexting, cyberbullying, digital dating abuse campaign. The campaign uses testimonies from MTV celebrities and it invites young people to pledge to ‘Draw Your Line’ and report when they have acted against online abuse. The site has a range of information on online abuse, getting help and what to do to stop it.

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VISIT WEBSITE

18. WHERE TO GO FOR

19. WELL HAPPY

A feature filled online map with listings of local mental health services for young people. It gives services the ability to promote their offer to 16 – 25 year olds and gather user feedback. It gives young people the ability to easily find mental health services in their local area, assess their suitability and comment on their experience. This team is scaling up their current service ‘Where to Go For’ to meet the needs of a national audience, as part on Innovation Labs.

WellHappy is for people aged 12-25 in London who are concerned about mental and sexual health, drugs, alcohol and smoking. The app maps and presents information about support services in the statutory and voluntary sectors across the capital. Additionally, it provides links through to information and additional extras like the ability to send ecards to people. The app was designed and delivered by MyHealthLondon, working with YoungMinds and LivingWell CIC, a social enterprise working in sexual health. The development process included young people in co-design and mapping work, and was completed and launched within seven months, to ensure that a working app was available with a minimum level of viable content which could then be further developed.

SEE CASE STUDY

VISIT WEBSITE

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VISIT WEBSITE

20. WISH CENTRE

22. MIND OF MY OWN

Part of suite of services provided to young women at risk, the WISH centre in Harrow uses a two question SMS based tool to monitor young people’s self-harm and suicidal feelings, and uses this to inform risk planning and intensity of support.

Mind of My Own is a self-advocacy app being developed and prototyped to assist young people leaving care to manage their lives and to engage and track their relationships with different services.

VISIT WEBSITE

23. POSE, SEXT, WHAT

21. DOC READY

VISIT WEBSITE

A digital tool to support young people with mental health issues to make effective use of consultation time with their GP. It will help them know what to expect, plan what to say, and record the results of their time with them. An Innovation Labs Project being developed by Enabled By Design / Neontribe / Futuregov / Social Spider. Launched on September 3rd 2013.

HAPPENS NEXT? Sexting campaign developed by The Corner in Dundee, with leaflet developed by young people.

VISIT WEBSITE

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VISIT WEBSITE

24. SHARON

25. SPARX

SHaRON TM (Support Hope and Recovery Online Network) SHaRON is a safe, secure and dedicated online social networking hub that can provide help and support to anyone receiving treatment from the Berkshire Eating Disorder Service. SHaRON is set up to provide peer to peer, and clinical support to people affected by an eating disorder such as anorexia nervosa, bulimia nervosa or binge eating disorder. It also provides help for those who are caring for, or supporting someone with an eating disorder.

SPARX is a self-help computer program for young people with symptoms of depression. The program has been developed by a team of specialists in treating adolescent depression from The University of Auckland. The project was led by Associate Professor Sally Merry. Metia Interactive designed the software. Funding for the development and evaluation of SPARX was provided by the New Zealand Ministry of Health. The SPARX trial results have been published in the British Medical Journal. (Merry et al, 2012)

VISIT WEBSITE

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VISIT WEBSITE

26. KOOTH

28.TESS

Kooth is an online counselling platform purchased by a range of local authorities and health authorities in England. It provides time limited online counselling to young people, delivered by a network of home based counsellors in various parts of the UK.

TESS (Text and Email Support) is part of the services provided by Bristol Crisis Service for Women. The service uses SMS and email to provide support to people who selfharm. The service is delivered by volunteers trained and supported by the charity’s staff.

VISIT WEBSITE

29. MINDFULL

27. LOOK OK, FEEL CRAP

Mindfull is a new comprehensive online portal and set of online services for young people in distress. It has been developed by BeatBullying with support from trust funding.

Look OK Feel Crap is the young adults strand of work by Scotland’s depression charity Action on Depression.

VISIT WEBSITE

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30. COOL 2 TALK

32. MY JOURNEY

Cool 2 talk is a question and answer website hosted and run by NHS Tayside. Staff are able to publicly answer posted questions about a range of health topics including mental health and related areas. Primarily targeted at Tayside, the service will answer questions from out of area, and now has a service level agreement to provide support to young people in the Western Isles.

Smartphone app developed by Surrey and Borders Partnership NHS Trust to enable young people who have mental health problems to use a set of basic questions to get a handle on how they are feeling on a particular day.

31. MINI ME

VISIT WEBSITE

CASE STUDY

VISIT WEBSITE

A personal interactive recovery guide inside a Smartphone app. Young people with mental health issues can use it to avert or deal with rapid deterioration in their mental health. As an app it is reactive and proactive and aims to promote independence and strengthen resilience. An Innovation Labs Project, being developed by FACT (Foundation for Arts and Creative Technology) / RedNinja / Mersey Care NHS Trust

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VISIT WEBSITE

33. PROJECT GINSBERG

VISIT WEBSITE

Project Ginsberg is the working title for an initiative being take forward by Scottish Government, NHS24 and New Media Scotland.

potentially more likely to do so, so young adults would be in Ginsberg’s audience, and students have been part of initial research.

It will create a digital platform to help people to better self-manage distress. It is likely to do this by creating an ecosystem of web assets, apps, tools and information. It will likely use APIs from a range of apps and sites to enable people to aggregate personal data relevant to their mental health. The end goal is to enable selective sharing with health records.

The platform and approach will be developed over 2013 and 2014 using both traditional NHS/ SG routes and non-traditional methods such as tech start-up processes, hack weekends and public engagement via New Media Scotland and other organisations.

Ginsberg is not specifically targeted at young people. Roughly 20% of Scots experience some level of distress/not coping. Some of these people will also use technology in relation to their distress or would be prepared to do so. Digital natives (those born after 1987) are

INFORMAL PEER SUPPORT 34. INFORMAL PEER SUPPORT FORUMS A range of online networks exist outside services or constituted structures that support people with distress and mental health problems. This peer to peer interaction in communities of interest often includes young people, and there is an emerging literature about the dynamics of such communities. Link to Mental Health in the UK is an example.

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VISIT WEBSITE

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35. BUTTERFLY PROJECT

37. NAE DRAMA

Online campaign to encourage alternatives to self-harm. People are urged to draw a butterfly on themselves in marker pen where they want to self-harm, and then resist the temptation to hurt themselves whilst the butterfly is still visible.

Film project developed in Glasgow by Positive Mental Attitudes to help young people seek help early when experiencing distress. Co-designed and delivered by young people.

VISIT WEBSITE

36. SEE ME

38. WHAT’S ON YOUR

Scotland’s national anti-stigma campaign, using social marketing and a range of social media to reach young people and professionals.

MIND? Curriculum pack for young people, schools and youth workers developed by ‘see me’. (see 36)

VISIT WEBSITE

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39. IT GETS BETTER

41. MIND’S EYE

Online phenomenon, based on the collection and presentation of video messages which enable LGBT people to tell their stories, and supporters to pledge support in order to send the message to LGBT young people that life gets better. Videos have been posted from thousands of young people, as well as from Alex Salmond, Brick Obama and the staff team at LGBT Youth Scotland.

An app that helps you understand what contributes to your mental health by linking your mood to moments in time. It focuses on one simple action: a record of your mood at a single point. An Innovation Labs Project, being developed by Mindapples / Unboxed Consulting.

VISIT WEBSITE

40. BODY GOSSIP

42. JOB FOR ME

An online and offline campaign to improve body image. Supported by Gok Wan, the programme uses multimedia content online, to drive a campaign that includes school classes and other activities.

A video-based website that supports young people with (or recovering from) mental health issues on their path into employment or back into education. An Innovation Labs Project, which has not yet been funded. VISIT WEBSITE

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43. UNSTUCK

45. FACEBOOK

App for iPad which uses a graphics based interface to enable people to ‘diagnose’ and address being ‘stuck’ in either personal or professional contexts.

Facebook is a social platform which enables users to share posts and images with friends and family. Facebook pages and groups give an opportunity for users to come together to discuss common interests, there are lots of pages and groups for discussing mental health. Groups can be private, only visible to the members. Facebook also has apps for every current Smartphone and tablet, also a cutdown app that works on over 2500 non-Smartphone models, giving limited access to Facebook to those without a Smartphone.

VISIT WEBSITE

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44. TUMBLR

VISIT WEBSITE

Social media and blogging platform Tumblr (see 49) changed their terms and conditions to make it harder for people to colonise the site for pro-self harm and pro-ana use. The consultation exercise raised several interesting issues related in this blog post from the company.

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VISIT WEBSITE

46. TWITTER

48. BLOGGING

Twitter is a social network and form of Micro-Blogging platform (see 49). Content is created in the form of 140 character ‘Tweets’ which can include links, embedded videos or images. Content is consumed by ‘following’ other users accounts which provides you with a feed of their updates. Content can be tagged by use of #hashtags which enables every Tweet using that tag to be viewed at once.

Blogging platforms give users with little or no experience of coding a cheap or free website to update. They can be highly customised and most platforms have dedicated mobile apps to make uploading content easy from a mobile device. Content can include embedded videos/sound clips/images as well as social media content from elsewhere. Comments can be added by visitors for further discussion on a topic, although comments can be turned off.

47. PINTEREST

VISIT WEBSITE

BLOGGING

Web and app-based curation tool to gather images and links from around the internet into a virtual ‘pin board’. Users can leave comments or ‘re-pin’ content and keep up to date with what others pin. It serves as a place to gather content as well as to explore what other like-minded people are doing. For many it acts as a creative community.

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MICRO BLOGGING

49. MICRO-BLOGGING

50. YOUTUBE

A Micro-Blog differs from a traditional blog in that the content is shorter, or in a singular form such as a single image, video or sentence or paragraph of text. Quicker and easier to maintain, micro blogs can be updated easily from mobile devices with snippets and thoughts on-the-fly. Tumblr is easily updated from mobile devices through a simple app. Users can ‘follow’ others micro-blogs to easily view any updates.

Video hosting platforms such as YouTube give users (mostly) free access to upload videos, share and discuss them. Video blogs can be used as an alternative to a written blog but can also be used on their own. Videos can be easily shared on the platform and comments can be open, moderated or switched off. Video blogs can be used as visual diaries and to promote discussion around mental health and wellbeing.

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CASE STUDIES

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WELL HAPPY WELL HAPPY IS AN APP FOR PEOPLE AGED 12-25 IN LONDON WHO ARE CONCERNED ABOUT MENTAL AND SEXUAL HEALTH, DRUGS, ALCOHOL AND SMOKING.

WellHappy is for people aged 12-25 in London who are concerned about mental and sexual health, drugs, alcohol and smoking. The app maps and presents information about support services in the statutory and voluntary sectors across the capital. Additionally, it provides links through to information and additional extras like the ability to send ecards to people. The app was designed and delivered by MyHealthLondon, working with YoungMinds and LivingWell CIC, a social enterprise working in sexual health. The development process included young people in co-design and mapping work, and was completed and launched within seven months, to ensure that a working app was available with a minimum level of viable content which could then be further developed. The idea for the app originated with young people, who included digital access in a manifesto on mental health, and who wanted information on local mental health services which they could access

using smartphones. This included information about where to find services, but also information about what services did. The scope was broadened when it became clear that young people wanted to find support on other health topics, many of which connected with mental health, using digital. The app is primarily used to connect young people with non-digital services, so serves a key role in enabling young people to access health services in a way that suits them. The app connects with a mobile optimised website portal on the MyHealthLondon site which is accessible from the web as well as through the app. A direct link through via the app drives traffic to it from users. The app contains the basic information, and the full service map. The online channel contains more expansive articles and multimedia content.

Whilst the app appeals to all groups, the team have had contact with two particular groups who have benefited, showing the value of digital applications in reaching marginalised groups: •

Young deaf people have found the app useful because the nature of their impairment can make using large screen devices such as PCs difficult as they cannot hear people approaching and therefore are unwilling to access potentially embarrassing content.

•

The team are now working with a group of young Muslim women who want to use the app to help them develop body literacy as a means of increasing their body image and addressing sexual health concerns.

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WELL HAPPY KEY SUCCESS FACTORS:

TO DATE THE APP HAS BEEN DOWNLOADED AROUND 2000 TIMES. THE NEXT PHASE OF DEVELOPMENT WILL INCLUDE MORE DETAILED METRICS ABOUT THE EXTENT TO WHICH THE APP IS USED.

• Young people were mobilised through participation in RightHere Newham and the Young Minds VIK (Very Important Kids) Programme to create a manifesto for the NHS which included digital as a priority. • NHS London, through • MyHealthLondon had experience in developing apps in health and were prepared to make funding available to a team which involved a third sector organisation (YoungMinds), a social enterprise (Living Well CIC) and a commissioned app developer. • The project manager employed • by YoungMinds is herself a former VIK, and so was able to gain the trust of young people very quickly, and to sell the concept and the problem/solution to stakeholders. •

London has enough services that the combined contacts and databases of the partners enabled sufficient content to be found and mapped to make a location based app a viable route to develop this content for use. Young people were involved in the design, and mixing young people with the developers from the commissioned agency gave extra motivation to the makers in terms of understanding the challenges. This will be of particular significance in the development of the second phase of development. The short timescale and relatively small budget (low 5 figures) kept the team highly focused on delivering a viable product quickly.

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MY JOURNEY MY JOURNEY is an app developed by Surrey and Borders partnership NHS Foundation Trust, to assist young people using their Early Intervention in Psychosis (EIIP) Service.

My Journey is an app developed by Surrey and Borders partnership NHS Foundation Trust, to assist young people using their Early Intervention in Psychosis (EIIP) Service.

Early Intervention in Psychosis Team to ensure its relevance and acceptability.

Several of those accessing the service had expressed their wish for a way to identify mental health issues earlier and to have an accessible service on hand. As referrals to the service are open, high quality accessible information can increase likelihood of early help seeking. Service users felt that the journey into the service had been complicated by a lack of relevant and attractive information.

• Rate how they are feeling using a rating dial;

Over time this feedback from service users coalesced into an expressed wish to be able to use their mobile phones as part of the services they received. Some of their ideas were about being able to get appointment reminders, medication reminders, track their mood and share the progress they were making with people who they deemed important in their recovery. The ‘My Journey’ mobile app was developed in close collaboration with young people accessing the

The app allows the user to:

• Receive health tips on how to improve mood and possible symptoms of mental illness shown by themselves or others; • Set discreet and timely medication reminders; • Get information of the medicine they are taking ;

The preliminary findings on the acceptability of mobile phones as mediums for health interventions are very promising. Twenty young people who access the Early Intervention in Psychosis Team completed a short survey to determine their views on the usability of the app. Results from this pilot highlighted that 82% of the group who used the app identified finding out about mental health and wellbeing was their favoured feature of the app. 55% of the group said that keeping track of how they feel and keeping track of their medication usage would be their preferred activity on the app.

•Set appointment reminders to improve timely access of services and reduce unattended appointments; •Provide access to help or emergency services via the ICE (In Case of Emergency) function; •Track their progress as they access treatment. This can be used to help individuals make informed choices about treatment and reinforce healthy behaviours.

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MY JOURNEY KEY SUCCESS FACTORS: We asked Sarah Amani, the Team Manager responsible for the development to outline some of the key success factors:

We Got The Right People Involved The development of the app has been an interesting, frustrating and rewarding journey. I have been very lucky to go through it with a group of very able and wonderful adults and young people who are passionate about improving young people’s mental health. It was important that we involve a range of people who could guide its development from a service user, management, marketing, pharmacy and clinical perspective. To make this happen we formed a project group that included young people experiencing mental health issues, a consultant psychiatrist, a Community Psychiatric Nurse, a Web Developer, the Chief Pharmacist and Communications & Marketing Officer and myself, a manager. The

diversity of this group ensured that the needs and implications of the app were considered from a range of user and stakeholder perspectives.

We Got Wider Help We firmed up the idea for a youth mental health mobile app. and were very humbled to be voted 7th out of 500 ideas submitted to the ‘Maps and Apps’ crowdsourcing competition.

We Kept Focused So what’s it like to develop a health app? Its a very rewarding process but you need to retain the focus of why you are developing the app in the first place. There are over 20,000 health apps in the iTunes store alone. It is important to ensure that what we develop will add value and will not end up being

just another app sitting unused on a mobile device. This focus is not just for one person to hold, but for the whole project group to regularly consider and communicate through questioning and reflection. If you don’t keep the focus then you will end up with a sub-standard product. To help us stay focused we repeatedly returned to and re-asked ourselves these questions: • What is the overall aim of the app? • Who will use it? • Why would this person or group of people choose to use this app? • What will be the benefits and what might be the unintended consequences of using the app? We found that this level of constant enquiry and willingness to learn whilst developing and tweaking the product was very important; especially when things didn’t go as

expected.

We Tested While Building, Not at the End In September 2012, twenty young people who access services took the app for a ‘test drive’ with a usability questionnaire to inform further development of the app. To see the app in people’s hands and hear their thoughts on the numerous possibilities that this app can offer is a truly humbling experience. It is also somewhat scary, because we are nearing the precipice of any such project.

The Hardest Part is Yet to Come I believe the development of the app has been the easy part. Getting wider adoption is the hardest bit. Whilst people who use services have generally embraced the app with enthusiasm and ideas on how

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MY JOURNEY KEY SUCCESS FACTORS: to make it even better, the app has more hurdles to jump. For instance, it will have to prove that it can make a difference in the outcomes for young people who use it.

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GLOSSARY OF TERMS

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GLOSSARY OF TERMS Digital Native

Social Media

Playlists

Screen Munching

A term coined by Prensky1 (2001) commonly used to describe those who have grown up with digital technology and the internet as part of their lives. This generally is assumed to be people born after the mid to late eighties. Digital ‘immigrants’ or digitoal adopters are further term used to describe those who have come to technology later.

Social media refers to the means of interaction among people in which they create, share, and/or exchange information and ideas in virtual communities and networks2. Oftent his is via social networking services, defined by Boyd and Ellison (2007) as:

Playlists are examples of curated content, arranged by a user and shared with others, or used to arrange their own media. This could be songs on a music sharing service like Spotify, a playlist for an IPod, or a playlist on YouTube

Is a term used to describe the capture of text or images from the screen of a mobile device, often for sharing with others. In this way, it is possible to share conversations or images that the sender regards as private. This can be used to bully, humiliate or blackmail.

App A contraction of the word ‘application’ describing a selfcontained piece of software designed to fulfil a particular purpose. PowerPoint and Outlook are apps for PCs. Increasingly the term App is used to describe a piece of software downloaded to mobile devices either from the internet or from dedicated app sellers such as the ITunes App Store (for Apple devices like iPads, IPhones and IPods) or the Android Marketplace (for Android devices like Samsung S4, Galaxy Tablets and most HTC phones.)

“web-based services that allow individuals to (1) construct a public or semi-public profile within a bounded system, (2) articulate a list of other users with whom they share a connection, and (3) view and traverse their list of connections and those made by others within the system. The nature and nomenclature of these connections may vary from site to site.”

Grooming Grooming refers to actions deliberately designed to establish an emotional connection and trust with a young person to increase the likelihood of them engaging in sexual behaviour or exploitation. The NSPCC3 produces an annual report on the impact of grooming.

GIFs

Sexting

A GIF is a type of graphics file, (pronounced jif ). A GIF is usually a short animated file, constructed from a number of still images. GIFs are very popular as ‘personal media projects, for instance around fan sites. They are frequently for shared via social media channels such as Tumblr.

Sexting has been defined as the “exchange of sexual messages or images” and “creating, sharing and forwarding sexually suggestive nude or nearly nude images”. The NSPCC has conducted research about the extent and reach of sexting amongst young people.

References 1 Prensky, Marc (2001). “Digital Natives, Digital Immigrants”. On the Horizon 9 (5): 1–6. doi:10.1108/10748120110424816. 2 Ahlqvist, Toni; Bäck, A., Halonen, M., Heinonen, S (2008). 3 http://www.nspcc.org.uk/news-and-views/ our-news/nspcc-news/12-11-12-groomingreport/caught-in-a-trap-pdf_wdf92793.pdf

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REFERENCES

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Bacon, K and Turberville, V (2013) Finding the Digital Edge. Digital Engagement UK. London http://www. onlineyouthoutreach.co.uk/downloads/Finding_the_Digital_Edge.pdf (accessed July 2013) Betton, V and Tomlinson, V (2013) Social Media in Mental Health Practice: Online Network tools for Recovery and Living Well. Leeds and York Partnership NHS Foundation Trust. Leeds. http://www. leedsandyorkpft.nhs.uk/professionals/digitalhealthinnovation (accessed July 2013) Boon, V (2013) Innovation Labs Process Evaluation: Dec 2010 – Feb 2012. Innovation Labs. London. http://www.innovationlabs.org.uk/ wp-content/uploads/2013/07/Innovation-Labs-Process-2010-12-Evaluation-External-Report.pdf (accessed July 2013) Burns, JM, Davenport, TA, Christensen, H, Luscombe, GM, Mendoza, JA, Bresnan, A, Blanchard, ME & Hickie, IB, 2013, Game On: Exploring the Impact of Technologies on

Young Men’s Mental Health and Wellbeing. Findings from the first Young and Well National Survey. Young and Well Cooperative Research Centre, Melbourne. http:// www.yawcrc.org.au/knowledge-hub/ publications (accessed July 2013) Campbell, AJ and Robards, F (2013) Using technologies safely and effectively to promote young people’s wellbeing: A Better Practice Guide for Services. NSW Centre for the Advancement of Adolescent Health. Westmead and the Young and Well CRC, Abbotsford, Australia. http:// reports.youngandwellcrc.org.au/abetter-practice-guide-for-services/ (accessed July 2013) Collin, P , Rahilly K, Richarson I, Third A(2011) The Benefits of Social Networking Services: A Literature Review. Young and Well CRC, Melbourne http://www.yawcrc.org. au/knowledge-hub/publications (accessed July 2013) Foster, C (2013) Essential Skills for Giving Online Peer Support at

YouthNet. Blog. Youthnet. London http://www.youthnet.org/2012/06/ essential-skills-for-giving-onlinepeer-support-at-youthnet/ (accessed July 2013) Hagen, P et al (2012) Participatory Design of evidence-based online youth mental health promotion, intervention and treatment. Young and Well CRC, Melbourne http:// www.yawcrc.org.au/knowledge-hub/ publications (accessed July 2013) Hagen, P, Collin, P, Metcalf, A, Nicholas, M, Rahilly, K, & Swainston, N 2012, Participatory Design of evidence-based online youth mental health promotion, prevention, early intervention and treatment, Young and Well Cooperative Research Centre, Melbourne.ICO (2013) http:// www.yawcrc.org.au/knowledge-hub/ publications (accessed July 2013) Innovations Labs (2013) Labs Innovation Process Evaluation 2010-12: What We Learnt (blog) http://www. innovationlabs.org.uk/2013/07/24/innovation-process-learning/ (accessed July 2013)

Johnson, D, Jones, C, Scholes, L & Carras, M 2013 Videogames and Wellbeing, Young and Well Cooperative Research Centre, Melbourne. http://www.yawcrc.org.au/knowledge-hub/publications (accessed July 2013) Social networking and online forums – when does the DPA apply? Office Of The Information Commissioner. London. 2013. http://www.ico.org.uk/ for_organisations/data_protection/ topic_guides/online (accessed July 2013) Merry J et al (2012) The effectiveness of SPARX, a computerised selfhelp intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial. BMJ 2012; 344 :e2598 doi: 10.1136/bmj.e2598 http://www.sparx. org.nz/cdn/Merry%20et%20al%20 (2012)%20BMJ.pdf (accessed July 2013)

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Powell J, Martin S, Sutcliffe P, Todkill D, Gilbert E, Moli P, Sturt J (2010) Young People and Mental Health: The Role of Information and Communication Technology. University of Warwick/ Comic Relief. London. (unpublished but available on request)

http://www.yawcrc.org.au/knowledge-hub/publications (accessed July 2013)

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Third, A., Richardson, I., Collin, P., Rahilly, K. & Bolzan, N. (2011) Intergenerational Attitudes Towards Social Networking and Cybersafety: A living lab. Cooperative Research Centre for Young People, Technology and Wellbeing. Melbourne. http:// www.yawcrc.org.au/knowledge-hub/ publications (accessed July 2013)

Singh J, Hartup M, Blanchard M, Burns J (2013) Cybersafety and Young People: Negotiating Responsible Digital Citizenship. Young and Well CRC, Melbourne http://www. yawcrc.org.au/knowledge-hub/publications (accessed July 2013) Singh J, Hartup M, Blanchard M, Burns J (2011) Young People and Vulnerability: Reframing Issues and Addressing Challenges. Young and Well CRC, Melbourne.

The Corner (2012) Pose, Sext, What Happens Next (Leaflet) The Corner. Dundee http://www.thecorner. co.uk/3_Sexting.html

A Thin Line (MTV) http://www.athinline.org/ (accessed July 2013) Think U Know http://www.thinkuknow.co.uk/11_16/ (accessed July 2013) Youthnet (2012) The role of online and online peer support for young people who self-harm – Good practice guide. London. http://www. youthnet.org/2012/12/the-role-ofonline-and-online-peer-support-foryoung-people-who-self-harm/ (accessed July 2013)

Third, A, Spry, D & Locke, K 2013, Enhancing parents’ knowledge and practice of online safety: A research report on an intergenerational ‘Living Lab’ experiment, Young and Well Cooperative Research Centre, Melbourne. http://www.yawcrc.org. au/knowledge-hub/publications (accessed July 2013)

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APPENDICES

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SOURCES CONSULTED FOR REVIEW:

Billy Dann UK Mental Health Programme Manager, Mental Health and Young People, Comic Relief Funder. Joe Roberson Director, Working With Joe, Innovation Labs Designer and Learning/Development Consultant. Katie Brown Director, Digital Wellbeing Innovation Labs Designer and Digital Entrepreneur.

Sarah Amani NHS Surrey and Borders, Early Interventions in Psychosis Team, Youth Mental Health Network, South of England, Developer of ‘My Journey’. Elise Leclerc Right Here Programme Officer, Paul Hamlyn Foundation, Right Here project team and Innovation labs partner.

Clare Foster Advice and Training Manager, YouthNet Developer and host of TheSite. Developer of Madly in Love. Katherine Cormack Stakeholder Engagement Co-ordinator, NHS My Health London Project Manager: WellHappy App and young people’s channel. Mark Brown Social Spider CIC Editor, One in Four Magazine and social media commentator, Developer of DocReady.

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