NEVERTOODEEP: SELF HARM APP Never Too Deep: “I am listening” Self Harm Reduction App for Individuals Mary Cueva HCOM 515Mobile Health Design Lisa Gualtieri & Bradley Moore July 9, 2015 Cueva 1 NEVERTOODEEP: SELF HARM APP Cueva 2 Executive Summary The following paper will propose the creation of an app- Never Too Deep- with the purpose to reduce the severity of self harm and increase the engagement of individuals in their social life. As Karen Conterio says in her book, Bodily Harm, “Self harm typically starts at about age 14. But in recent years we’ve been seeing kids as young as 11 or 12. As more and more kids become aware of it, more kids are trying it.1” For the purposes of this app, we will be targeting an audience of students ages 14-18 which start developing increased risk of triggers that can offset self harming behavior. The app design process will be delineated through the: background, needs assessment of the target population, personas and their scenarios, competitive analysis, description of design, wireframes, evaluation plan, development plan, marketing plan, limitations, and references. The Self Harm app will be based on evidence-based guidelines and innovation to differentiate it from other sexual health apps. The app will use a gamification approach to engage the target audience not only in a physical realm but in a virtual realm as well. It will be compatible with both iOS and android smartphones. There will be a website to refer to for those that do not own smartphones or own iOS/Android platforms. They will be able to see what the game app is about and try a demo but they will not be able to play and get the full experience. The website will just be there as a point of reference for individuals. It will have all the videos shown in the game and will have information about self harm as well as provide resources for people to use if they need it. It will also provide a hotline number that will also be used in the app for individuals that need someone to talk to about their self harm immediately. The app will be continually Cueva 3 NEVERTOODEEP: SELF HARM APP updated based on needs, expectations, and time frames for the user to continue engagement and participation in the app. Background Self harm comes in all shapes and sizes. For now, it can be implied that the general consensus believes self harm to be an intentional injury to one’s own body, usually leaving marks that cause tissue damage. The severity of it depends greatly on the individual performing acts of self harm. Self harm is an unexplored and often misunderstood mental health disorder and it can affect anyone at any time. There are very few apps that are specific to self harm. Self harm has a hard time standing alone as a mental health disorder, it is often times attached to broad categories of mental health illness such as eating disorders or depression. There are many apps out there that provide coping mechanisms for depression and health tips for nutrition. The thing about self harm is that although yes, it can be easily blurred in the different realms of mental health illness, it is very deadly and toxic on it’s own that it deserves more credit as a debilitating mental illness. The idea is to create a mobile application that can provide support and healthy coping mechanisms in a way that can decrease the severity or risk of self harm. The mobile app will be used to provide a safety net among users. The process of gamification will also be used because of the high appeal in our target audience. Whether it is consoles or phone apps, millennials in the target audience age gap are the highest users of phone apps and online gaming. Averaging 12.4 hours per week2, millennials beat every other generation in connectivity through online or console gaming. Apps are also a huge outlet to create a connection with the target audience because most NEVERTOODEEP: SELF HARM APP Cueva 4 people in that age range have a smart phone. They love mobility and would rather use a laptop or smart phone than a desktop computer. Creating something that is easily accessible or stimulating will be very important in order to help reduce risk and increase participation in the target audience’s social life. In 2011, TIME talked about teens who cut and getting help for them online and showed that 28% of self-injury videos on YouTube included in action footage of committing self-harm3. Imagine the target audience of this campaign who has easy access to the Internet and blogs at the swipe of their fingers coming upon videos showing them other people also committing the same acts as themselves. They will relate and understand the videos but it can also make them believe that the act of self-harm is okay because so many other people do it and post videos on YouTube about it. If the keywords “self-harm” are searched on YouTube there are over 135,000 videos uploaded. They can easily find a network of people where self-harm is accepted but also toxic because they are not getting help they are just understanding their situation and making themselves feel like it is okay to perform those acts. The plan is to create a way to be able to have self harmers accept their situation but also seek help as a cue to action. One way to do this is to create a stimulating app by using the gamification approach, which will be used to not only make the audience more aware of their actions in order to reduce the severity of their actions but also address the social norms associated with self harm. The app will be used to redefine self harming behavior. The theories that will be used are the theory of planned behavior and the health belief model. NEVERTOODEEP: SELF HARM APP Cueva 5 The theory of planned behavior offers the guideline to guess an individual’s behavior based on their actions. As of now, it is easy to assume that a teenager that engages in self harm will not stop unless we introduce the health belief model components of severity, susceptibility, etc. According to Aizen, the theory of planned behavior is based around three components: attitudes, subjective norms, and control4. The app will be used to redefine current attitudes and beliefs about self harm in order to help the target audience understand the importance of their actions. By addressing the barriers (further explanation in limitations) that social norms provide, there can be more room for self efficacy among the target audience to engage and continue with the behavior towards self harm reduction. The health belief model addresses perceived susceptibility and perceived severity. In our audience of self harmers, perceived susceptibility is low simply because it has a high and rapid escalation. The behavior patterns of self harm are so unpredictable especially with the target audience. They have the perfect cocktail of hormones and stress to put them on the edge when many things can act as triggers. Self harm is a free agent and plays by no rules, that being said, many people do not believe that they are susceptible to committing the behavior and are often in denial. In order to decrease that edge and slow down the rapid escalation, the target audience has to be aware of the consequences in their actions. There has to be a line drawn where the costs outweigh the rewards. The app must make it personal to the individual so there can be an increase in susceptibility towards the health behavior if they continue on the same track. We will use cues to action in our NFC chip nudge, calendar, and notifications to provide users with other coping mechanisms. NEVERTOODEEP: SELF HARM APP Cueva 6 Needs Assessment of Target Population In high school, which is where our target audience will be at, there are the social pressures of fitting in somewhere. Most self-harmers feel like the don’t belong anywhere and even if they do have a group of people they hang out with, they feel like they have very little in common with them and may even feel forced to be with their group simply because that’s what everyone else does. They try too hard to fit in and because of that they feel like they can never be comfortable because they have to work so hard to feel included. When they are home they are mute and would rather spend their time alone. Individuals vary on the degree of self-harm they inflict but they will always inflict more physical pain on days that do not go well. The audience tends to5: Spend a lot of time on social media and smart phones Stress about their inexperience and is easily anxious Close themselves up to receive help because they usually feel emotions of loneliness and misunderstanding. Have a “get through the day” type of attitude because of the low value they have for themselves Feel like their only outlet is through pain inflicted by self-harm (coping mechanism). When it comes to committing acts of self-harm it is hard for people to realize that they have gone too far because they do not care for the consequences. Most people that feel the impulse to inflict self-harm do so in secret. Usually self-harmers inflict pain in areas of the body that are easily covered by clothing. They are shy about their scars and NEVERTOODEEP: SELF HARM APP Cueva 7 do not let people in because they are too afraid that no one would understand their reasoning and judge them. They tend to develop distant relationships with the people around them such as friends and family members. This can create a domino effect that makes them believe that they are alone and start losing their self worth. It’s not that they don’t value life, it’s that they don’t value themselves. This is the key issue that self-harmers face. They stop caring about themselves and what is happening to them because it is the easiest way to bear the pain. Self-harm is a coping mechanism. They feel like they should be left alone and the worst part is that in that loneliness where all they have is self-harm to cope it becomes a dangerous situation. Selfharming is almost like a drug and can get addicting. Many people in the target audience are prone to be severely affected by this coping mechanism because they feel like the temporary moment of relief, while they perform the act of self-harm, will make things easier. The language that many of the YouTube videos use talk about self-harm as if it was like an addiction and they just don’t know how to stop. The biggest question is how far they will go to feel relieved by inflicting harm on themselves. The app will be designed in a way that it will give the user many chances or cues to action to engage in that are not the act of self harm. Whether it is a “nudge” from a listener or a notification of a nearby event, the app is designed to provide distractions and offer other coping mechanisms for the user. It will provide a community among other users on the interface to interact with one another whether it is fellow self harmers or people that want to help them. A self harmer using the app should feel more secure in talking about their problems. They will be navigate around their “world” freely and embark on a journey to get back on track. NEVERTOODEEP: SELF HARM APP Cueva 8 Personas and Scenarios Skylar (15) – Skylar has always had problems with school. The kids don’t get her humor and she usually finds herself eating lunch alone at her high school’s bleachers. Her parents are still married but they keep having very heated discussions. When that happens she puts her headphones on and starts playing League of Legends (LoL, an online RPG game), it seems to be the only thing she’s good at these days. That’s the only place where she finds some peace but lately even that’s been hard. She can’t seem to focus or concentrate as her parent’s arguments get bigger and start involving her and it’s become very frustrating to deal with that at home so she stays late and plays at school. There are little ribbons all over the floor today, such as weird combination, they’re purple and turquoise6. Skylar knows that usually ribbons are associated with some type of awareness thing but there are so many throughout the year that it doesn’t even faze her. She picks one up attached to some flyer. The flyer has a coupon to some type of app but it’s a gaming app so it catches her attention. She looks it up on her laptop and although it’s not what she expected, she plans to try it out anyways. She’s really good at games and apparently you can choose your role. In LoL, she usually plays a support character for the attack damage carry so she doesn’t think it should be too different. Jayke (17) – Jayke is a nice guy, for the most part. Unfortunately, when he gets angry or sad he tends to throw out punches on himself. He’s a wrestler on the varsity team in his high school so his parents never ask why his hands and body are all bruised up. They’ve never been to one of his games anyways to know the extent of physical effort required. He doesn’t hate them, how can you hate someone who’s never around. He just wishes he had someone to talk to. His buddies from the team are there but he can’t talk to them NEVERTOODEEP: SELF HARM APP Cueva 9 about what he’s feeling, that’s lame. They think he trains extra hard on his own which is why he’s always so banged up so he has to play off that tough guy vibe they’ve always given him. The reality is that he’s frustrated inside and can’t let it out or tell anyone. His last episode of throwing punches almost cost him a tournament after he hit himself so hard he blacked out. Today at school there was an announcement for a place to call for people that need someone to talk to, some sort of organization. They mentioned that it’s completely anonymous and his buddies were yelling in his ear so he couldn’t hear the rest but caught the end about going to the office. After school he walks up to the office and finds it closed but there is a flyer posted on the door with a phone number. He assumes it’s related to the announcement because of the content. Apparently there’s also a gaming app. He thinks that’s pretty cool, it’s been a while since he’s played games for fun, he’s very competitive but he takes a picture of the flyer and calls the number. After he’s done he feels a little relieved, it felt pretty good to talk to someone again. The person on the phone really encouraged him to try out the app and gave him a discount code. Jayke’s not sure he’ll use it but the person advised him to be careful when he has his punching episodes and that the app could help him stop and understand what and why he’s doing it. Jayke doesn’t think he has a problem, he feels better after talking to the person. He writes down the code anyways, just in case. Lulu (14)- Lulu is a cutter. She’s been that way since freshman year. She always wears long sleeves and pants to hide her scars even on the hottest of days. Her parents are divorced and she lives with her mom, who moves around a lot. Lulu doesn’t think it’s worth making friends when she knows she’s going to switch schools in a few months NEVERTOODEEP: SELF HARM APP Cueva 10 time. She is very shy and has a hard time expressing herself vocally. She spends most of her time alone and is usually okay with it but sometimes she gets so lonely and so frustrated in her loneliness that she resorts to cut herself violently. One time she cut a little too deep and had a hard time making the bleeding stopped but she managed, just barely. It ended up getting infected but she played it off as if she fell and cut her knee. It was a pretty clever lie and she got patched up and sent back to her trailer home with some antibiotics. She took it a few days but didn’t finish them; she figured she could use the rest of the pills for later if it happened again. This new school seemed pretty lame, there were so few kids that it was hard for her to blend into the background. They were all talking about some new gaming app called Never Too Deep and she scoffed because she knows for a fact that it can get pretty deep when you’re a person like her. When she realized it was about self harm her eyes grew wide as if a deer was put in the spotlight of a car’s high beams. She wondered how informative the app was and if the other kids could tell that she was a self harmer. Not that it mattered much, she’d be moving in a few weeks and she’d never have to see those kids again. But no one judged her or asked why she was wearing a hoodie and pants in the 90 degree weather so she was in the clear. One of the kids did mention a video on how to clean wounds for self harmers so she figured she had some use for the app. She did not want to go back to the emergency room; there are only so many clever lies she could tell her mom before she knew something was up. Max (18)- Max has always been the type of guy that goes out of his way to help people out. He comes from a great and loving home and volunteers on weekends. He firmly believes that giving back to the community brings good karma and luck. He likes it too, Cueva 11 NEVERTOODEEP: SELF HARM APP last year her went on a trip to Cost Rica to build a town a water faucet and it was so great to see the kids dancing in the water. That’s the type of stuff he lives for. Max just has a way of understanding people and really wants to know how to be able to comprehend people’s actions and decisions which is why he’s taking AP psychology this year. Today in class Mr. Donigan was offering extra credit to students that download the app Never Too Deep. Max has heard of the app before, it’s basically all over Facebook. He figures he’d give it a try because after all he gets extra credit and there’s good karma behind helping kids that hurt themselves. He finds people who hurt themselves interesting not because he thinks they are weird but because he wants to understand why they do it so he downloads the app and signs up as a listener. The app is anonymous but that doesn’t bother him, he just hopes he can keep making a difference somewhere. Competitive Analysis The apps in this competitive analysis were chosen because they had specific features that were interesting to further develop in the gamification app for self harmers. There were also not many apps to choose from that were self harm specific and the apps below had the most information and description provided. 1. App or device name, logo, url 1 2 3 Skarz Diary SAFE Alternatives uMatterUCanGetHelp https://itunes.apple.com /us/app/skarz- https://itunes.apple.com/ us/app/safealternatives/id57639664 https://itunes.apple.com/ us/app/umatterucangeth Cueva 12 NEVERTOODEEP: SELF HARM APP 2. Objective at a glance What is the objective, problem, or challenge the app or device seems to be addressing? 3. Purpose and Goals How clear are the purpose and goals of the app or device at a glance from name, tagline, and imagery? Does it match the objective at a glance? 4. Users Is there any information about users through descriptions, images, stories, testimonials, or usage data? 5. Ratings and reviews What are the ratings, reviews, and feedback? diary/id727448684?mt =8 2?mt=8 elp/id673760408?mt=8 At a glance, the objective is to maintain a record of self harm activity At a glance, the objective is to self assess and keep a log of self harm activity. Then it offers different alternatives to use instead of self harm. Intended for self evaluation but not to diagnose self harm. The goal is to stop self harming behavior and it does match the objective at a glance with the tagline “Self Abuse Finally Ends.” At a glance it just seems to be a resource app or point of reference for users to seek help. Lack of control, struggling, and vulnerable are common descriptions on the blog of the website. There didn’t seem to be many visuals just text. There are not many reviews just one for the current version that mentions that they are The website for the app has testimonials about personal stories but the app doesn’t. The purpose is to manage difficult emotions and decrease self harm behavior. It aims to help challenge negative thoughts and provides positive coping statements. At a glance it is not clear what the purpose is other than keeping a record of activity for the self harmer as in logs to check in and see how they are doing and progressing almost like self management. It does match the objective but it doesn’t really go beyond that, the only further information is given in the description. The app is targeted toward self harmers but is not to be used as a sole substitute for therapy according to the disclaimer at the bottom of the app. There are not many reviews but it seems like it strikes an average stand, some The app: • shows some articles from the uMatterUCanGetH elp.com website that will help you keeping on positive attitude • shows list of suicide prevention support centers • shows support centers location nearby you • shows your location and support centers nearby you Feedback that the videos won’t play on app and that they don’t understand how to use Cueva 13 NEVERTOODEEP: SELF HARM APP people had issues with the diary deleting or clearing information after 100 days. very happy with the results. They suggested to include a positive accomplishments checklist This is the only data (found on website) 1. Overall Rating: 4.69 2. Knowledge of speaker in subject matter: 4.94 3. Overall preparedness: 4.94 4. Organization of presentation: 4.75 5. Speaker's ability to communicate: 4.88 6. Encouragement of participants to take an active part: 4.75 7. Value of handout materials: 4.29 8. Value of subject matter to me: 4.76 the app. An experienced clinical psychologist according to the description. Not based on research but clinical experience. Unknown. There are many different fonts used. Has a uniform display which is good for the user. The display is very simple but the design thought about the user and tried to make navigation easier. There is very limited functionality of the app with the best feature being the video but they don’t play (design error). There are only two reviews to go by, therefore it is hard to tell. There is no data about retention. There are 68 likes on their Facebook page. 6. Downloads and use How many users/downloads are there? Is there data about retention? 7. Research Was there any research, evidence-based guidelines, or experts involved? 8. Design How professional or attractive is the design? Unknown. Cueva 14 NEVERTOODEEP: SELF HARM APP There is a lot of word cluster and less imagery. It’s simple but looks very clustered. The color scheme is interesting though. 9. Layout and navigation (for an app) What sections does the app have and are they delineated by content type, roles, or user needs? How usable and organized are the layout and navigation (including labels and menus)? Do they make options apparent? 10. Branding and external affiliations Who created the app or device and why? Is there organizational branding, accreditation, sponsorship, Four primary navigation tools: My Diary, My Distractions, My Statistics, Skarz Story. They seem to be delineated by content and user needs in the “Diary Report Form.” There is a back button to return to the previous scene but no other facility in navigation. Alicia Saunders created the app. Log section is also broken down with great detail. The video they reference to for the logs is more animated but is carried by words and explanation. The videos are a decent time, max 5 minutes long. They have uplifting music in the background. The navigation seems pretty simple with the different layouts broken down into sections. “Nationally recognized treatment approach” The S.A.F.E. Psyched Psychology ALTERNATIVES® Services: A Perth based philosophy begins with psychology practice in the assumption that, The hotline/phone number is the first thing seen when opening app (on the home page). The bottom of the app has a navigation tool that makes it easier for users to look through the app and it’s features. The navigation icons are not misleading and are literally what they say they are. Sponsor is Center for Health and Learning and Outright Vermont. Cueva 15 NEVERTOODEEP: SELF HARM APP or advertising? 11. Expert content What are the expertgenerated components, if any, available (including text, graphics, audio, video, blogs, directions, ask the expert, glossary, quiz, chat with an expert)? Does expert content identify the author and date written and reviewed? 12. Oversight Is there an advisory board or clinician involvement? 13. Literacy and readability Is the content in the app clear and easy to understand? What about any descriptions or instructions for an app or device? Western Australia providing psychology support for adults, adolescents and children. The Skarz Diary mission is to help people to build up their ability to manage difficult emotions and decrease their selfharm behavior. While other support people and therapists may not always be available at the time of an upsetting incident, the Skarz Diary is a tool that can be accessed via mobile 24/7. although temporarily helpful, self-injurious behavior is ultimately a dangerous and futile coping strategy which interferes with intimacy, productivity and happiness. There is no "safe" or "healthy" amount of self-injury. We also believe that self-injury is not an addiction over which one is powerless for a life. A treatment team of Unknown. experts uses therapy, In the “Diary Report education, and support Form” there is feedback toto empower clients to help the user understand identify healthier ways what is happening and to cope with emotional why as well as what they distress. can do to feel better. It Reliance on words, the gives them advice and context of relationships provide a distraction as the primary means for option managing feelings, and gaining self-awareness and self-control There is an experienced Based on clinical Unknown Clinical Psychologist experience The content is easy to understand and there is a lot of description. The instructions are very simple as well. The content is a simple set up with several resources. The self assessment questionnaire is very easy but limited to true or false questions Description: Everybody needs help sometimes. Help comes from friends, family, people nearby and even from yourself. If you are having suicidal thoughts or are worried about someone else, don't Cueva 16 NEVERTOODEEP: SELF HARM APP keep it to yourself. Don't wait for a crisis to ask for help. You Matter. You can get help. 14. User-generated content and sharing What are the user-generated components (including discussion forums, blogs, videos, “likes”, comments, ratings, and reviews)? Which, if any, social media is used? 15. Policies Are there explicit privacy policies or ones for how information is used at registration? 16. Registration Do users register and, if so, what can they do before and after registering? What information is tracked or displayed? How is personal information used? User generated content could not be found besides one review expressing their concern that the calendar swipes information after 100 days. Facebook is used as a reference to the app but they do not update app often or update Facebook page often. The website has reviews and feedback about the treatment program but it is unclear if it is app specific. Facebook and Twitter are used in addition to the website. 1. Instructor's knowledge of material: 5.0 2. Instructor's presentation of material (clear, organized, etc.): 4.9 3. Handouts, readings used in class: 4.7 4. Instructors' response to questions & concerns: 4.9 5. Overall rating of training: 4.9 The app also has great customer service according to one of the reviews and have timely feedback. There are only reviews on the iTunes or Google Play app store which express concerns that the videos don’t load. Unknown. Password protected logs for privacy of user. Unknown. There doesn’t seem to Users have to make an be a registration, it account in order to use seems to be a personal the app. diary log. The app tracks behavior patterns based on self harm activity over the course of time. (Time and There is no registration. There is no information tracked. It is more of a resource app. The only personal information would be anything answered in the quiz. Cueva 17 NEVERTOODEEP: SELF HARM APP Date Selector. Reports incidents of self harm). 17. Cost Is there a cost for the app or device? Are there premier features? $1.99 18. Devices and websites Does the app or device tie into any others apps, devices, social media, or websites? 19. Support and feedback Is there a website or support forum for users? Is there a way to provide feedback? Is there a feedback survey? https://www.facebook.c http://www.selfinjury.co om/skarzdiaryapp/info? m/ tab=page_info http://www.umatterucan gethelp.com/index.php/t hink-you-need-help/usemobile-app The support form redirects to their Facebook page. It is unknown if there is a feedback survey. (+)The best feature is that they keep a log to track incidents of self harm. The distraction section is also a great cue to action to steer away from behavior but it is hard to tell whether it works for the user or not. Another thing is that they try to explain the reasoning behind why the user self harms. (-) It’s not that it has bad features but for the target audience it would not be feasible or appealing to have to input data. The app also does not go beyond explaining what self harm is and uses loss framed messages. A lot of people don’t seem to use it based on the low ratings and reviews and They only have a information provided there does not seem to be a feedback survey. 20. Overall assessment What are the overall best and worst features of the app or device? $0.99 They have a website, Twitter and a Facebook and have a review column so they probably have a survey. (+) Compatible with iOS and android. There is log security password to protect personal information. They have many sources through their website, Twitter, and Facebook for users to be exposed to the app. Timely feedback and simple design. (-) Must go to Youtube to get explanation of logs http://www.youtube.co m/playlist?list=PL2Xom 4oeN6iP_gVabYia4ISZ1wr3 m66B Free (+) iOS and android compatible. Has different resources to seek help based on location. Has videos to show how to reduce severity and take care of wounds as well as helpings start a conversation. They have a hotline or phone number to call for help. (-) The videos don’t automatically play from the app, they don’t load. Long name for searchability. Videos are not separated by category. Mentioned bug fixes about videos but they still don’t play. NEVERTOODEEP: SELF HARM APP Cueva 18 they don’t update the app often. Only compatible on iOS. Wipes out memory after 100 days. Things Borrowed: From the Skarz Diary the management/tracking system functionality of self harm incidents will be borrowed. The distractions feature will also be borrowed to provide user with cues to action to replace self harm impulse. From Safe Alternatives the different outlets used to promote the application (treatment plan) will be borrowed because it has showed high success in their cases. From the UMatterUCanGetHelp app the support center based on location, educational videos, and hotline idea will be borrowed. Things to Avoid: We want to avoid long names for the app. Avoid loss frame messages. For the purposes of the young audience the design is too boring and unappealing so we will avoid that. Avoid having user have to use another site such as YouTube to play videos. Avoid too much input and self assessment quizzes, they take too much time away and don’t help the user as much unless they understand their results or the app pieces everything together for them. Our Unique App: Our app will provide all the educational information and awareness about self harm to users with a different approach, gamification. We will use some of the functionalities from the competing apps on the market to make it more interactive for the user and more fun. As with all games there will be objectives that the user will have to achieve but it won’t be extremely difficult. The app will be designed to create a virtual world of the area in which they live in everyday by using GPS functionality and highlighting resources in the area such as the UMatterUCanGetHelp having support NEVERTOODEEP: SELF HARM APP Cueva 19 centers based on location. Educational videos will also be used for users to look at and implement in the game as it will ask them trivia questions about videos not just about their personal self harm. The videos will be about self harm but we want to shift the focus away from users thinking it’s just them and help them understand that they are not alone. The app will have the hotline number as a resource which will automatically be uploaded into the contact’s list. The app will have two supporting sites to gain traction and go viral through Facebook and Twitter. The updates and responses will be quick and there will be updated perks every month to keep users interested in playing. The app will also use seasons or times of the year as an advantage to tweak the worlds of the users to closely resemble their reality. The app will also steer away from making users feel dependent but rather independent and in control. When they reach the end of the highest level they will be given a choice to prestige and continue their journey to reduce self harm behavior or to use the tools they learned during the experience playing and become a listener or guide for other self harmers. Description of Design The set up of the “world” of the user will be very similar to the set up in a Pokémon game with the only difference that it will use the GPS and phone data to morph itself into the real world setting of the user. The user will be able to openly navigate across their world. The more they explore their real world the bigger the virtual world will get because of the GPS map design. The app will also use weather features to mimic the user’s current weather conditions. When the user first opens the app, the home page will have the Never Too Deep logo of a person helping up another person up a cliff. The interface will then switch to NEVERTOODEEP: SELF HARM APP Cueva 20 another image with the cliff but the person that was hanging at the edge is at the very bottom and the person helping the person on the edge is pulling themselves over the edge. The user will then get to choose which role they want to play the can play as the “Listener” which will be those users trying to help or they will play as the “Self Harmer” which will be those users that can use the help. They will then be introduced to an interface to create their personal character that will interact with others in the world whether they are human users or computer users (robots). The reason for including computer users is for the audiences such as Lulu that do not live in facilities where there are many people using the app or move around alot. In order for them to also actively participate they will have computer users help them gain experience points to level up. There will be 30 levels total. When a user completes all 30 levels they will have a chance to prestige and start all over as the same role or in the case of the self harmer role they will be able to switch to the listener role. This step is very important for self harmers because it gives them independence and empowerment to be able to help others after being stigmatized as always needing help for being “weak” or “vulnerable.” The prestige perk will allow users to be able to customize their characters more as they some up more points and experience. Our Jayke persona would appreciate that level of competitiveness as the level go higher and will keep users like him engaged if they pass quickly because the higher level and more prestige, the better the perks achieved. Experience is gained through answering trivia questions about self harm, watching videos about self harm and answering questions afterwards to see if the user paid attention, and exploring interactions among their world. The GPS locator will use the Internet to search for local events close by to help the user engage in activities. The Cueva 21 NEVERTOODEEP: SELF HARM APP app will send the user a nudge as a cue to action to check it out or make them aware of an event close in proximity. If a user passes by another user with the app they gain experience as well but not as much as they would if they answered a question, joined an event, or chatted with the other user. The user will gain achievements throughout the game as they level up. Just as great as it is to gain experience, there is a way to lose experience as well. In the home page the setting of the two people and the cliff was described earlier. As a self harmer reaches higher levels, each time they open the app the self harm character will be higher on the cliff. If they become inactive they lose experience points and start to appear lower on the cliff. They do not lose experience points if they get a question wrong but if they miss many questions, such as 5 in a row, they will. Listeners have an easier time but it takes them longer to level up. If they express misconduct or bad behavior towards self harm individuals they lose their perks. The point is to help out the self harm users and encourage them, something our persona Max would appreciate. Even our Skylar persona could appreciate this app because it a game app and she can play a supportive role in the listener role. The app design frame will be updated every month to fix any bug issues among users. It will have a way to customize characters and provide different resources for users based on their GPS location. Even if they live somewhere where there are no resources, they will be able to navigate virtually and find places that can help whether it is chatting with the computer user or listener user or visiting websites and learning from the educational videos provided in the app. Wire Frames NEVERTOODEEP: SELF HARM APP Cueva 22 Evaluation Plan It will be necessary to gain user feedback on the usability, appeal, and effectiveness of the app before it is launched to the public. Therefore there will be 7 main points along the development and design process that there will have to be a check in to make sure we are on the right track. The first will come after the conceptualization of the design to make sure it matches the goals and objectives of the app. The second point will come after consulting with experts from health communicators to self harm researchers to game developers about how the language and messaging has to be distributed not only in the app but in the campaign process as well. Assessments about fluidity in content with facts have to be checked in order to provide the best version of an edutainment game app NEVERTOODEEP: SELF HARM APP Cueva 23 about self harm. The third point will come after the first two months of the actual game planning and developing stage. This assessment will be to make sure things are coming together early on and if there are issues coming up, we still have time to solve them before the day of the launch. The fourth point will come on month 6 of the game planning and development phase to check up on the progress of the design and also make sure that it is being designed for the target audience. The fifth point will come at month 9 to make sure the design is feasible and the storyline makes sense in the development of levels for the game app. The sixth point will come during the focus groups, this assessment will be to make sure that the app is in fact being designed for the target audience and it provides feedback on any issues needed to fix the app before launch date. The last point will be at month 17, a month before launch date just to make sure that things were updated and issues from the focus groups were addressed by the game and visual design team. Development Plan To reach a larger audience the app will be compatible with both Android and iOS devices. There will be a Facebook and a Twitter to actively endorse the app and complement the different perks of the app. There will also be a website where users can find out more information about the app and try a demo before they invest in the app. The app message framing will be discussed with health communicators to provide gain frame messages in tweets, Facebook posts, and the app. Gain frame messaging should be used uniformly throughout the app in order to send the right message to users. Emergency medical doctors and researchers of self harm will be used as guides to make sure the content provided in the app is as accurate as possible while still keeping a gamifcation NEVERTOODEEP: SELF HARM APP Cueva 24 approach. They will be periodically consulted throughout the development and planning phase as well as the execution phase to tailor towards the audience needs. In order to develop the app there will have to be sponsors to endorse it. They will be either for profit or non profit organizations that are interested in creating a game app for smartphones. The organization goal should be to reduce self harm severity and increase engagement in self harmers lives. The organization must be willing to try different approaches but have an established philosophy of helping individuals. The marketing team will work very closely with schools to be able to endorse the ads on their property when the app is launched nationwide. Based on the proposed app design, the estimated cost to create the app would be ~$70,000. Around $8,000 will go towards design platforms for iOS and android. $54,000 will go towards game design, visual design, GPS locator services, weather services, and the complementing website. $2,000 will go towards marketing and endorsing the app on social media. The remaining $6,000 will be used for schools to provide discount codes or free codes for students to download the app. The app will cost $0.99. It is estimated that the app will take 18 months to develop and get to the main market. The first 2 months will be about conceptualizing the design and another 2 months will be needed to consult with experts about the content provided in the app. It will take 10 months for development and completing the first prototypes, during this time here will be constant communication between experts in the self harm field, health communicators, and game developers to visualize the concept of the world platform. 3 months will be used to test out the beta versions of the app among focus groups to make sure the language among the design is right and catch any bug issues for the GPS and weather NEVERTOODEEP: SELF HARM APP Cueva 25 feature within the app to resemble the users current real world scenario. Last month will be set up for campaign launch for the app as endorsements start drawing to a close. Marketing Plan The app will be announced during the first week of school (mid/ late August). It will then launch during the first week of September. National Suicide Awareness Day is September 10, although we do want to steer away from the stigma of close association to suicide, we cannot ignore that it plays a huge part in the campaign. It will be launched before the day, September 10, and stand alone while also hinting that suicide is the worst possible scenario or risk that a self harmer can face if they go too far. The app will be reintroduced during midterm and finals week for students. Only participating schools in urban areas will be able to get the marketing materials such as flyers and posters but there will be printable flyers on the website. Students will be able to take advantage of the discount counts if they enter their name, date of birth, school name, and student ID. That is the only information they will have to provide and it will be kept confidential, schools will only be able to see the number of students signed up but not who, if many students of schools are signing up, those schools will be able to order packages of marketing materials. During the announcement week, the website will go live and students will be able to try the demo offered on the website. The Facebook and Twitter pages for the app will have heavy volumes of posts and tweets to endorse the app and have teaser screenshots of the app. The main tagline will be #iamlistening[insertcity]. After the week is over, the app will launch and the first 500 students will be able to download the app for free. Then Cueva 26 NEVERTOODEEP: SELF HARM APP the regular price will go back up to $0.99. The tagline after the launch will be #neveralone[insertcity]. When the commotion dies down the Facebook and Twitter pages will still continue posting any updates, bug fixes, or holiday related events. The pages will also post gain frame messages to encourage users to continue their journey not only in their game world but also in their personal battles with self harm. Limitations There are many limitations among self harm users with this game app idea. The message framing has to be particular to them and often times may only be understood by them and not the listener users. It becomes difficult to be able to create the game app to equally satisfy both the users in the listener role and the self harm role but the point is to help out the self harmers. The biggest barrier is the social stigma behind being a self harmer. That is a difficult barrier to overcome without being able to change perspective on what people already know or think they know about self harm. There is also the idea that self harmers will still not stop their behavior and although it would be ideal to have them stop that is not the intention for this app. This app is meant to reduce severity of self harm and increase engagement in the users’ life among their peers. That goal might be lost in translation to outsiders but hopefully the target audience will understand the purposes behind the app. NEVERTOODEEP: SELF HARM APP Cueva 27 NEVERTOODEEP: SELF HARM APP Cueva 28 References http://www.webmd.com/mental-health/features/cutting-self-harm-signstreatment 2 http://www.verizondigitalmedia.com/content/verizonstudy_digital_millennial.pdf 1 http://healthland.time.com/2011/02/23/self-mutilation-videos-on-youtube-may-causekids-to-hurt-themselves/ 3 4 Ajzen, I. (2006). Theory of Planned Behavior Diagram. Retrieved from http://people.umass.edu/aizen/tpb.diag.html 5 http://www.helpguide.org/articles/anxiety/cutting-and-self-harm.htm 6 http://www.suicidepreventionlifeline.org/getinvolved/awarenessribbons.aspx About the author Mary Cueva is currently a graduate student pursuing her MA in Health Communication at Emerson College.