Co-Designing Health-Related Digital Tools with Children: A Scoping Review of Current Practice
Abstract
:1. Introduction
- The researcher who wants to investigate an idea or construct;
- The educator/practitioner who might be engaged in using the co-designed product in their setting;
- The tool developer who brings the coding skills and development knowledge to the process to transform the ideas and wants of the other stakeholders into a working product;
- The children whose voice, ideas, and current understanding of how digital technology works and who are critical as the ‘end user’ to the process and outcome.
2. Methodology
Identification of Relevant Studies
- 1.
- Identifying the research question. How has a co-design process been implemented with children in previous research? To assist in answering this, two subsidiary questions were formulated:
- What is the extent, range, and nature of research and publication activity addressing co-design with children in the education and health literature?
- What are the current gaps in knowledge and research priorities about co-designing with children in the education and health literature?
- 2.
- Identifying relevant studies. Eligibility criteria for articles were:
- Published in the last 10 years;
- Published in English;
- Peer reviewed;
- With children aged birthto 8 years;
- Available in full text.
The databases searched included ProQuest Central, SAGE Journals, Taylor and Francis Journals, ERIC, Informit A+ Education, and Informit Health Collection. These sources were chosen as being reputable sources within the Health and Education disciplines, thus providing a cross-section of the literature to enable summaries to be developed and the research questions to be explored. The search terms were health literacy AND co-design. These terms were chosen to ensure results that directly related to the research question, while also being specific to the area of health research to keep the task manageable within the timeframe. - 3.
- Study selection. From the initial database search, 136 papers were identified. When the English criteria were applied, the number was reduced to 128, requiring full text reduced the number to 109, and the last ten years reduced this to 108. To be more specific to the question of this review, the search term ‘digital’, the term ‘child’, and the term ‘tool development’ were then added to the filtering process. This resulted in a further 38 papers being removed as they did not include children and a further 26 as they were not directly related to tool development. This reduced the number to 45. After the researchers’ initial reading of the 45 abstracts of these papers a further 24 were removed as they were not specifically connected to co-design in terms of having different cohorts of stakeholders work together on the development of an intervention or tool. Doubles, a subject index, and an abstract for a poster were also removed, leaving the final number of articles at 11. Full details of the papers are included in Table 1.While it is recognised that the use of ‘health literacy’ in the initial search may have excluded other co-design papers, the scoping focus was important as a first stage of a larger research project. Although the examples given relate to health-focused problems, the tenets of the co-design process may have wider applications in other disciplines.
- 4.
- Charting the data. The data were charted by two of the authors as this is a useful way of sifting, sorting, and mapping key ideas, themes, and information. The following headings were used in this process: year of publication, title, author/s, location of the study and sample size, research aims/questions, theoretical perspective, methodology/data analysis plan, and findings/implications. Once the 11 papers were identified and charted, the publications were divided among the researchers with each paper to be read in full by two authors to ensure that personal bias and opinions were eliminated. The reviewers then completed the table with all relevant information (see Table 1).
- 5.
- Collating, summarizing, and reporting the results. Three of the authors then met to complete the thematic analysis based on the two reviewers’ synthesis of the papers. The thematic analysis of the key findings involved the process of analysing the data to look for “commonalities, relationships and differences” across the publications in relation to the research question (Gibson & Brown, 2011, p. 127). The trio examined Table 1 in relation to the research questions, as well as creating a code that best reflected the text. A preliminary codebook was created and modified continually by the team engaged in the data analysis, which resulted in a high level of agreement among the researchers. Any differences in opinion were reconciled by discussion of the evidence from the papers, and a group consensus was reached. This inductive process led to the identification of three specific themes within which to categorise the 11 papers: socio-cultural elements, modes or methods of engaging children, and the transdisciplinary nature of the co-design process.
Year | Title | Author/s | Location of the Study/Sample | Research Aims/ Questions | Theoretical Perspective | Methodology/Data Analysis Plan | Key Findings and Implications |
---|---|---|---|---|---|---|---|
2015 | Long-term LEGO therapy with humanoid robot for children with ASD | Barakova, E.I., Bajracharya, P., Willemsen, M., Lourens, T., & Huskens, B. | Netherlands 6 boys aged 8–12 years who were diagnosed with autism spectrum disorder (ASD) | To determine how children interact with a robot in training/learning situations | Experimental design | Use of a robot to guide LEGO training/building, co-design process Data analysis: clinical and HRI-trained observers analysed children’s behaviour and reactions in recorded experiments | ASD children with a therapist gain different value from having a robot mediate; essentially, the robot adds value to sessions Use of a participatory design Testing phase only Multiple stakeholders Transdisciplinary approach |
2020 | Practitioner review: Co-design of digital mental health technologies with children and young people | Bevan Jones, R., Stallard, P., Agha, S. S., Rice, S., Werner-Seidler, A., Stasiak, K., Kahn, J., Simpson, S. A., Alvarez-Jimenez, M., Rice, F., Evans, R., & Merry, S | Wales, UK 25 original articles and 30 digital mental health technologies | Provide a practitioner review of the literature on the approaches to the design and development of digital mental health technologies in collaboration with children, young people, and other stakeholders. Map the existing evidence and practice for the co-design with children and young people. Use case studies and exemplars to illustrate key points throughout. | Intervention development and review | Literature review of papers from across Medline, PsycInfo, and Web of Science databases, as well as guidelines, reviews, and reference lists | The following key recurring themes related to the co-design process were identified: (a) the principles of co-design, including the participants/stakeholders and stages of involvement; (b) the potential methods and techniques of involving and engaging CYP; (c) co-designing the initial prototype, considering the diversity in the user group; and (d) the potential challenges of co-design with CYP, including its evaluation. Co-design involves all relevant stakeholders throughout the life and research cycle of the programme. This review helps to inform practitioners and researchers interested in the development of digital health technologies for children and young people. Multiple stakeholders Transdisciplinary approach |
2015 | Teachers as Co-Designers of Technology-Rich Learning Activities for Early Literacy | Cviko, A., McKenney, S., & Voogt. J. | Netherlands; 5 teachers and 2 interns (student teachers) and 111 children from 11 class twos in 4 schools in the Netherlands | To understand how the co-designer role contributes to technology integration in kindergarten classes and how that influences learning, teachers formed two teams to design curriculum and activities; perceptions and experiences were recorded along with student outcomes | Participatory co-design | Case study method (with control group) using PictoPal, a technology-supported intervention for early literacy; quasi-experimental design: interviews, process notes in design meetings; data analysis: summarise interview responses + ANOVA (analysis of variance) + ANCOVA (covariance) + paired sample t-test | Teacher perceptions of the appropriateness of curricular activities for their teaching/classrooms are crucial for implementation and positive pupil learning outcomes to be effective. Testing phase only Multiple stakeholders Transdisciplinary approach |
2020 | Engaging early childhood teachers in participatory co-design workshops to educate young children about bullying | Ey, L-A., & Spears, B. | Australia 12 South Australian EC teachers from 25 schools 99 child responses post-intervention | Develop a unique bullying prevention programme co-designed in the school context in response to children’s understanding of bullying. | Participatory co-design framework | Mixed method, quasi-experimental design: participatory co-design framework with multiple phases: small group interviews, discussion, Q sort (visual elicitation cartoon methodology). Triangulation of data, inductive thematic analysis using a priori and emerging themes; test–retest experimental design/evaluation framework | Successfully established a PD framework that is empowering and easy to use. Testing phase only Multiple stakeholders |
2021 | Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: The need for rigorous treatment development and clinical evaluation. | Halldorsson, B., Hill, C., Waite, P., Partridge, K., Freeman, D., & Creswell, C. | England UK 19 studies were identified that examined 9 applied games and 2 VR applications | This systematic review aims to identify and synthesize current data on the experience and effectiveness of applied games and VR for targeting mental health problems in children and young people (defined as average age of 18 years or below). | Intervention development and review | Systematic literature review: Medline, PsycINFO, CINAHL, and Web of Science. | Despite the enthusiasm for applied games and VR, existing interventions are limited in number and evidence of efficacy, and there is a clear need for further co-design, development, and evaluation of applied games and VR before they are routinely offered as treatments for children and young people with mental health problems. |
2020 | Co-Designing a New Educational Tablet App for Preschoolers | Hoareau, L., Tazouti, Y., Dinet, J., Thomas, A., Luxembourger, C., Hubert, B., Fischer, J-P., & Jarlegan, A. | France 10 educators, university research team; 1 teacher tested app with a group of 4 kindergarten children (boys and girls) aged between 4 and 5 years | Development of an early literacy/early numeracy educational app: collaboration between researchers, practitioners, and designers (and children) | Child-centred pedagogy | Co-design process of app in multiple phases—esearch, co-design, and software development phases—uses Kucirkova’s (2017) iRPD framework | Process was effective, formation of a multi-disciplinary team was key, use of framework was also key in guiding the process with successful creation of educational app Testing phase only Multiple stakeholders Transdisciplinary approach |
2021 | Making of Mobile SunSmart: Co-designing a Just-in-Time Sun Protection Intervention for Children and Parents | Huh, J., Lee, K.J., Roldan. W., Castro, Y., Kshirsagar, S., Rastogi, P., Kim. I., Miller, K.A., Cockburn, M., & Yip, J. | California USA Design-domain experts; children subject domain experts (25) and their caretakers (29); KidsTeam UW 11–12 children (8–12 years of age) and 22–48 parents Note: KidsTeam UW is an ongoing inter-generational co-design group at the University of Washington. | To develop a technology-based intervention for sun protection for children and their parents. | Participatory design method | Iterative co-design process with design expert KidsTeamUW children and subject expert children and their parents. Data analysis: inductive methods and deductively compared emerging themes. | Three themes emerged: (1) preference for non-linear educational format with less structure, (2) situations not conducive to prioritizing sun protection, (3) challenges, barriers, and ambiguity relating to sun protection to protect oneself and one’s family. Based on design ideas/iterative participant feedback, three modules were developed: personalized and interactive data intake, narrative education with augmented reality experiment, and person/real-time-tailored JITAI assessment. Recognition of children’s rights in research Use of a participatory design Collecting student’s voice Multiple stakeholders Transdisciplinary approach |
2020 | Communicating Handwashing to Children, as Told by Children | Rutter, S., Stones, C., & Macduff, C. | England, UK, 79 children aged 6–11 years | To determine which types of messages were most effective in communicating the importance of handwashing to children | Evaluative study | In co-design process, children undertook three activities: they evaluated messages about handwashing (selected by authors), generated messages, and refined key messages. | Children found specific types of messages more effective, particularly reminders and encouragement, and education and information messages, but not messages that focused on social norms or time-related messages (e.g., handwashing is quick) Collecting student’s voice |
2018 | Participatory design of health care technology with children | Sims, T. | Brighton, UK Examined frameworks/methods involving children in design of health care technologies | Discussed various methods of child participation in design of health care technologies (such as prosthetics) | Socio-cultural approach | Examined CCI; ID; CI and socio-cultural approaches: Applying BRIDGE’s key tenets | Concluded the BRIDGE method, a socio-cultural approach involving children in design would provide a successful implementation in the design of prosthetics Recognition of children’s rights in research Use of a participatory design Multiple stakeholders Transdisciplinary approach |
2017 | Designing The “Next” Smart Objects Together With Children | Uğur Yavuz, S., Bonetti, R., & Cohen, N. | Italy 24 children aged 7–8 years | To highlight how children’s design provides inspiration for development of products | Vygotsky (2004) play settings. Design fiction using narrative techniques and imagination of children as source | Children guided through four stages of process to design ‘smart’ objects that interact/respond to human activity | Storytelling sessions and gameplay are useful processes in encouraging creative thinking and design Recognition of children’s rights in research Use of a participatory design Collecting student’s voice |
2021 | Children’s perspectives on emotions informing a child-reported screening instrument. | Zieschank, K. L., Machin, T., Day, J., Ireland, M. J., & March, S | Australia 20 children aged 5–11 years | First step in co-designing digitally animated assessment items for a new self-reported screening instrument for children: The Interactive Child Distress Screener (ICDS). Identify the animated items for the tool. | Intervention development and review | Semi-structured small group interviews | Identified the importance of audio-visual depictions of EBCs over written text. |
3. Results
3.1. Nature and Extent of Papers
3.2. Main Themes of Findings from Reviewed Papers
- (1)
- The socio-cultural elements of effective co-design processes;
- (2)
- The various modes or methods used when engaging children in the co-design process;
- (3)
- The transdisciplinary nature of co-design processes.
3.3. Socio-Cultural Elements of Effective Co-Design Processes
3.4. Modes or Methods Used When Engaging Children in the Co-Design Process
3.5. Transdisciplinary Nature of Co-Design Processes
4. Discussion
5. Limitations
6. Conclusions
Funding
Conflicts of Interest
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The Socio-Cultural Elements of Effective Co-Design Processes | Modes or Methods Used When Engaging Children in the Co-Design Process | The Transdisciplinary Nature of Co-Design Processes |
---|---|---|
Recognition of children’s rights in research (n = 3) | Testing phase only (n = 4) | Multiple stakeholders (n = 7) |
Use of a participatory design (n = 5) | Collecting student voice (n = 3) | Transdisciplinary approach (n = 6) |
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Roberts, P.; Boylan, F.; Collins, P.R.; Barblett, L. Co-Designing Health-Related Digital Tools with Children: A Scoping Review of Current Practice. Educ. Sci. 2025, 15, 671. https://doi.org/10.3390/educsci15060671
Roberts P, Boylan F, Collins PR, Barblett L. Co-Designing Health-Related Digital Tools with Children: A Scoping Review of Current Practice. Education Sciences. 2025; 15(6):671. https://doi.org/10.3390/educsci15060671
Chicago/Turabian StyleRoberts, Pauline, Fiona Boylan, Patricia R. Collins, and Lennie Barblett. 2025. "Co-Designing Health-Related Digital Tools with Children: A Scoping Review of Current Practice" Education Sciences 15, no. 6: 671. https://doi.org/10.3390/educsci15060671
APA StyleRoberts, P., Boylan, F., Collins, P. R., & Barblett, L. (2025). Co-Designing Health-Related Digital Tools with Children: A Scoping Review of Current Practice. Education Sciences, 15(6), 671. https://doi.org/10.3390/educsci15060671