Timo Dietrich
Datos Biográficos
| ID | 6466269 |
|---|---|
| NOMBRE | Timo Dietrich |
| NOMBRES | Timo |
| APELLIDO | Dietrich |
| FIRMA | DIETRICH T |
| AFILIACIONES | Griffith University |
| ORCID | 0000-0003-4824-6117 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 11 |
| TOTAL DE CITAS | 0 |
| OBRAS COMO AUTOR | 11 |
| OBRAS COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2019 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 0 |
Virtual reality in school-based health promotion
School-based health promotion is a key setting for fostering positive youth health behaviours. Digital and immersive technologies offer promising opportunities to engage young people. This study explores a virtual reality (VR) intervention designed to prevent alcohol, vaping, and cannabis use among secondary school students. The intervention allowed students to navigate realistic, branching scenarios simulating peer pressure and substance use, ai…
Co‐Designing AI ‐Generated Vaping Awareness Materials With Adolescents and Young Adults
School-Based AOD Prevention
This scoping review examines teacher perceptions of the implementation of school-based alcohol, vaping, and other drug (AOD) prevention programs delivered by teachers or school staff, across 17 selected programs. Studies were included if they were published between 2000 and October 2024, targeted students under 18, and reported teachers’ perceptions or insights regarding program delivery. Through inductive thematic analysis, two overarching theme…
Improving Well-Being in Young Adults
Approximately 1 in 5 Australians experience a mental disorder every year, costing the Australian economy $56.7 billion per year; therefore, prevention and early intervention are urgently needed. This study reports the evaluation results of a social marketing pilot program that aimed to improve the well-being of young adults. The Elevate Self Growth program aimed to help participants perform various well-being behaviors, including screen time redu…
Co-creating Virtual Reality Interventions for Alcohol Prevention
Addressing the need for collaborative involvement in health intervention design requires application of processes that researchers and practitioners can apply confidently to actively involve end-users and wider stakeholder groups. Co-creation enables participation by focusing on empowering a range of stakeholders with opportunities to influence the final intervention design. While collaboration with users and stakeholders during intervention desi…
Translating Co-Design from Face-to-Face to Online
Primary producers face considerable risks for poor mental health. While this population can be difficult to engage in programs to prevent poor mental health, approaches tailored to reflect the context of primary producers' life and work have been successful. This paper reports on the co-design phase of a project designed to prevent poor mental health for primary producers-specifically, the advantages, challenges and considerations of translating …
Social Advertising Effectiveness in Driving Action
Practically, in the charity and environment context, advertisers aiming to drive engagement on social media as well as behavioral actions beyond social media should consider negative advertising appeals. Theoretically, this study demonstrates the value of using the multi-actor social media engagement framework to test advertising appeal effectiveness. Further, this study proposes an extension to evaluate behavioral outcomes
Designing an eHealth Well-Being Program
In recent years, the relevance of eHealth interventions has become increasingly evident. However, a sequential procedural application to cocreating eHealth interventions is currently lacking. This paper demonstrates the implementation of a participatory design (PD) process to inform the design of an eHealth intervention aiming to enhance well-being. PD sessions were conducted with 57 people across four sessions. Within PD sessions participants ex…
Co-Creating a Virtual Alcohol Prevention Simulation with Young People
Collaborative knowledge generation and involvement of users is known to improve health promotion intervention development, but research about the roles and perspectives of users in the co-creation process is sparse. This research aimed to study how young people perceived their involvement in a co-creation process focussed on the development of a gamified virtual reality (VR) simulation-VR FestLab. The Living Lab methodology was applied to structu…
User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents
This pilot study explores 31 Danish adolescent user experiences for the newly developed virtual party simulation app-Virtual Reality (VR) FestLab. The main objective of this study was to investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danish adolescents. A secondary objective was to understand gameplay experiences. The study is a mixed method study that draws on questionnaire data ( n = 31) and focus grou…
Co-design
While co-design with users has evolved as a promising approach to service innovation, it remains unclear how it can be used in public service contexts. This article addresses this knowledge gap by applying a co-design framework during the ideation stage of six public service design projects. The findings provide insights into (a) recruiting and sensitizing suitable service users, (b) conditions enabling users to co-design ideas, and (c) requireme…
Sin obras prominentes en esta página.
Co-design
While co-design with users has evolved as a promising approach to service innovation, it remains unclear how it can be used in public service contexts. This article addresses this knowledge gap by applying a co-design framework during the ideation stage of six public service design projects. The findings provide insights into (a) recruiting and sensitizing suitable service users, (b) conditions enabling users to co-design ideas, and (c) requireme…
Co-Creating a Virtual Alcohol Prevention Simulation with Young People
Collaborative knowledge generation and involvement of users is known to improve health promotion intervention development, but research about the roles and perspectives of users in the co-creation process is sparse. This research aimed to study how young people perceived their involvement in a co-creation process focussed on the development of a gamified virtual reality (VR) simulation-VR FestLab. The Living Lab methodology was applied to structu…
User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents
This pilot study explores 31 Danish adolescent user experiences for the newly developed virtual party simulation app-Virtual Reality (VR) FestLab. The main objective of this study was to investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danish adolescents. A secondary objective was to understand gameplay experiences. The study is a mixed method study that draws on questionnaire data ( n = 31) and focus grou…
Co-creating Virtual Reality Interventions for Alcohol Prevention
Addressing the need for collaborative involvement in health intervention design requires application of processes that researchers and practitioners can apply confidently to actively involve end-users and wider stakeholder groups. Co-creation enables participation by focusing on empowering a range of stakeholders with opportunities to influence the final intervention design. While collaboration with users and stakeholders during intervention desi…
Translating Co-Design from Face-to-Face to Online
Primary producers face considerable risks for poor mental health. While this population can be difficult to engage in programs to prevent poor mental health, approaches tailored to reflect the context of primary producers' life and work have been successful. This paper reports on the co-design phase of a project designed to prevent poor mental health for primary producers-specifically, the advantages, challenges and considerations of translating …
Social Advertising Effectiveness in Driving Action
Practically, in the charity and environment context, advertisers aiming to drive engagement on social media as well as behavioral actions beyond social media should consider negative advertising appeals. Theoretically, this study demonstrates the value of using the multi-actor social media engagement framework to test advertising appeal effectiveness. Further, this study proposes an extension to evaluate behavioral outcomes
Designing an eHealth Well-Being Program
In recent years, the relevance of eHealth interventions has become increasingly evident. However, a sequential procedural application to cocreating eHealth interventions is currently lacking. This paper demonstrates the implementation of a participatory design (PD) process to inform the design of an eHealth intervention aiming to enhance well-being. PD sessions were conducted with 57 people across four sessions. Within PD sessions participants ex…
Improving Well-Being in Young Adults
Approximately 1 in 5 Australians experience a mental disorder every year, costing the Australian economy $56.7 billion per year; therefore, prevention and early intervention are urgently needed. This study reports the evaluation results of a social marketing pilot program that aimed to improve the well-being of young adults. The Elevate Self Growth program aimed to help participants perform various well-being behaviors, including screen time redu…
School-Based AOD Prevention
This scoping review examines teacher perceptions of the implementation of school-based alcohol, vaping, and other drug (AOD) prevention programs delivered by teachers or school staff, across 17 selected programs. Studies were included if they were published between 2000 and October 2024, targeted students under 18, and reported teachers’ perceptions or insights regarding program delivery. Through inductive thematic analysis, two overarching theme…
Virtual reality in school-based health promotion
School-based health promotion is a key setting for fostering positive youth health behaviours. Digital and immersive technologies offer promising opportunities to engage young people. This study explores a virtual reality (VR) intervention designed to prevent alcohol, vaping, and cannabis use among secondary school students. The intervention allowed students to navigate realistic, branching scenarios simulating peer pressure and substance use, ai…
Co‐Designing AI ‐Generated Vaping Awareness Materials With Adolescents and Young Adults
Psychology (9 obras) · Computer Science (8 obras) · Medicine (5 obras) · Business (3 obras) · Innovative Approaches in Technology and Social Development (3 obras) · Political science (3 obras) · Psychological intervention (3 obras) · Service and Product Innovation (3 obras) · Virtual Reality Applications and Impacts (3 obras) · Alcohol (2 obras)