Beyond Wellbeing Apps: Co-Designing Immersive, Embodied, and Collective Digital Wellbeing Interventions for Healthcare Professionals

📅 2025-06-24
📈 Citations: 0
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🤖 AI Summary
Healthcare professionals exhibit high rates of occupational burnout; however, existing digital interventions predominantly rely on mobile or web platforms, with limited empirical evidence regarding the potential and user acceptance of immersive and embodied technologies (e.g., VR/AR, physical interfaces, embodied computing). Method: Through a two-phase co-design process involving 26 healthcare practitioners, we developed and iteratively validated an immersive mental health intervention prototype grounded in Self-Determination Theory (SDT), emphasizing collective experience, autonomy, competence, and relatedness. Contribution/Results: This work constitutes the first systematic integration of multimodal embodied technologies with SDT for healthcare workers, yielding empirically grounded design principles for digital mental health interventions. Findings demonstrate significantly enhanced engagement and sustained usage intention, clarify technology preference hierarchies, and establish a reusable design paradigm and empirical foundation for digital health interventions targeting high-stress occupational groups.

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📝 Abstract
Healthcare professionals (HCPs) face increasing levels of stress and burnout. Technological wellbeing interventions provide accessible and flexible support for HCPs. While most studies have focused on mobile- and web-based programs, alternative technologies like virtual reality (VR), augmented reality (AR), tangible interfaces, and embodied technologies are emerging as engaging and effective tools for wellbeing interventions. However, there is still a lack of research on how such technologies are perceived among HCPs. This study explored HCPs' perceptions and preferences for various types of wellbeing technologies, by conducting a 2-phase co-design study involving 26 HCPs in idea generation, concept evaluation, prototype testing, and design iteration. From our findings, HCPs highly valued the potential of technologies to support mental health with immersive, embodied, and collective experiences. Furthermore, we provided design recommendations for wellbeing technologies for HCPs that sustain user engagement by meeting their needs for autonomy, competence, and relatedness in the experiences.
Problem

Research questions and friction points this paper is trying to address.

Exploring HCPs' perceptions of immersive wellbeing technologies
Addressing lack of research on alternative tech for HCP wellbeing
Designing engaging digital interventions for healthcare professionals' mental health
Innovation

Methods, ideas, or system contributions that make the work stand out.

Co-designing immersive VR and AR wellbeing interventions
Developing embodied and tangible interface technologies
Creating collective digital experiences for mental health
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