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Understanding how youth use different technologies to self-manage their mental health

In the works:  I conducted semi-structured interviews with 16 emerging adults (ages 18-25) to understand how they use multiple technology platforms to self-manage their mental health. Why and how do they choose between multiple platforms? What are their experiences like? More importantly, how can we take multiple technology platforms into account for designing online technologies to better support the mental wellbeing of youth? 

We explore the use of gamification to teach computational thinking through level-based learning in a Pakistani context. This study's final design demonstrates how gamified learning, rewarding techniques, and feminine themes can be used to attract female teenagers towards computational thinking. We hope that through this study, we have taken the first step towards nurturing an interest in young females for computational thinking and overcoming the gender gap that adversely affects female involvement in Computer Science in Pakistan.

CHI EA '21: Extended Abstracts