Giving Young People a Voice aims to rethink research communication on mental health, data and technology use. The project has both a development and a research component, and the ambition is to create interactive communication products in collaboration with young people. Based on a number of case studies we have developed animations, a podcast series, games and an exhibition at the Science Museums at Aarhus University. Furthermore, we aim to create new knowledge on research communication and investigate; 1) the development work in terms of research, focusing on the potential and limitations of communication products to support research communication and learning about mental health, 2) the co-creation between researchers, developers and young people - including possibilities and issues in relation to methods, motivation, knowledge production and value creation.
The following scores were calculated using a statistically-driven machine-learning approach, a type of AI that learns to perform a task by analysing patterns in data. This is an experimental approach to citizen-science impact assessment, and the exact reasoning behind the scores is not explainable. The scores represent a best guess of the impact the project is having in each domain. Scores are recalculated and updated when “View impact report” is clicked.
Proportion of questions answered in each domain.
This is the beginning of a journey (some would say a "trajectory" ) along more than 200 questions. Don't worry; you don't have to answer them all at once. Do something, and come back some other day. You will find a lot of help along the way, and if you're generally happy to start, just click on "Ok, I got it!" below. If you're unsure how to answer a question, again, don't worry, answer it in the way that makes most sense to your project and you can always come back and change it later. If you still have doubts about life, the universe and everything, now or later, head to where to find help for advice and all the clarity you might look for.