The goal of the present study was to investigate how negative peer interactions offline and online are associated with each other and with other daily interactions amongst early adolescents. To this aim, photo-elicitation interviewing was used to gather data amongst a sample of 34 early adolescents (13-14 years). A thematic analysis revealed that adolescents experience a wide range of different types of negative peer interactions offline and online. Most of the negative interactions recalled by the participants took place exclusively offline or online, and only a few were continued and/or managed in another environment. When participants were involved in online negative interactions they often acted as if nothing happened afterwards in the offline environment. On the other hand, offline negative interactions were often not continued online because the persons involved did not interact online. Further implications of the results for prevention and intervention, and for future research are discussed.
Sixty-eight young people contributed to a Design Thinking Challenge created to elicit a better understanding of their electronic image-sharing experiences, the helpful and harmful consequences of image-sharing to adolescent mental health and safety, and promising interventions that allow young people to make more positive decisions and minimize their risks when sharing images through electronic devices. Through this collaborative group-based process, each co-design group engaged in a four-phase process to discover, define, develop, and deliver an intervention that took the form of a paper-based mobile app prototype. Young people reported that they need information and advice to support their and others’ online decision making, help making situational decision-making skills for managing online interactions, and means to control information and images that can be accessed and distributed. Detailed app features that they required to address their decision-making needs are also discussed. These app intervention features highlight what young people need to make better-informed decisions when communicating through images electronically.
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