A MULTIMEDIA SELF-HELP GUIDE FOR YOUNG DRUG OFFENDERS
(MSc Dissertation)
Emma Bradburn
Human-Computer Interaction Laboratory,
School of Computing & Mathematics,
University of Teesside, UK
ABSTRACT
The project is intended to build on earlier research on self-help guides for young drug users and explore the possibilities of a multimedia self-help guide in CD-ROM format. The target audience was defined as 17-24 year old people with an identified problem between offending and drug taking behaviours. The program will aim to promote the benefits of reducing or abstaining from drug intake, encouraging users to record their intake and modify their behaviour. As user input is required, the design will need to facilitate co-operation, motivation, and self-efficacy within the end-user to achieve a reduction or absence of drug intake.
The framework for the therapeutic content of the project consists of behavioural modification principles. As a therapeutic intervention, the program brings the strategies and information that any other type of intervention would contain. The use of a multimedia format allows for the added advantages of automatic gathering of information upon client's progress, tailoring information to their goals, engaging them in video sequences and providing peer role modelling.
The structure of the content adheres to constructivist theory and its application as active learning and REAL strategies. Therefore the following principles were encouraged: self-reflection upon activities, the provision of a case-base to scaffold the client, video and worked activities as ‘advance organisers’ and client definition of their own problems and goals. A support system was incorporated that assisted the client's learning process without dictation.
It was concluded that the aims to provide a computer-based intervention were largely met and feasible. The precise boundaries and use of the program within a therapeutic setting still need to be explored further - as there is more scope to tailor information to individual client's needs. The initial prototype demonstrates the chosen strategies with regard to the learning objectives. As is discussed in tyhe thesis, the strategies implemented in the design have more potential to embody an active learning architecture.