Student engagement | Project needs to engage as many different types of students as possible to produce valid and relevant results. | Branding | Discussed over four group meetings. Student submitted names, logos and taglines. Three voting rounds | Name: short, encompass project aims, inclusive to all types of students. Put forward selection of ideas, final vote was between ‘Nurture’ and ‘Thrive’. Nurture chosen to be more indicative of support. Inclusion of ‘U’ to represent ‘you’ and ‘university Logo: promote inclusivity, community, safety, support, independence, and happiness. Green and/or blue, blue is overused in both universities and the NHS. Rounded images relating to nature or human togetherness (e.g. hands and arms). Traditional mental health images such as brains are too clinical. The idea of the N and U in Nurture-U as an infinity symbol was put forward and voted as the best. Infinity symbol was found to already exist, so the N and U were separated. The plant was added by one of the student designers and the group reported that it represented growth and support. Tagline: Student advisors favoured ‘Student wellbeing starts with U’, a student designed tagline, with ‘Finding better ways to support students’ voted as second best. | Name: chosen by group and research team. Logo: student design taken to graduate graphic designer for final product. Tagline: ‘Finding better ways to support students’ was deemed by the research team to better represent the project aims. |
| Website and social media | Planning and design discussed over four group meetings. Teams channel and canva design for ongoing student involvement in content. | Mood board created by the research team based on the discussions in logo development. Advisors voted on beige, green and yellow aesthetic, seen as bright and distinctive but also soft and calming. Website created by the research team. Student advisors fed back on accessibility and readability. The ‘Mental Health Advice’ page was reported as too overwhelming and hence unhelpful. This feedback led to extensive re-design by the research team. Students provided self-filmed video clips using a script written by the research team that is placed on the home page of the website. A social media strategy was developed: Instagram seen as the most relevant to both the project and students. Tik Tok most likely to reach the most students, but there was recognition of the difficulty of maintaining relevance. Facebook and Twitter were seen as necessary, but likely to have less reach. Advised on tag and bio, how to manage content, and the best times of day to post. Importance of Instagram ‘giving something back’ to followers, rather than being just a promotional tool. Development of psychoeducational posts. | Setting of brand colours, tone and images to use online, which were mirrored in on-campus promotional materials. Vast improvement of the study website. Development of promotional video Social media strategy and content design and contribution. |
Survey | Wellbeing survey takes place twice a year over three years. | Survey promotion | Planned and discussed over 3 meetings. Student run stalls on campus. Student presentations in lectures. | Suggestions and options based both on advisor knowledge of student life and previous experience running on-campus promotion. Included: best timings, locations, and most appealing merchandise and ‘freebies’. Food and hot drinks seen as most appealing. Advised regular stalls to increase knowledge and presence of the brand. Identified the strategy of going into lectures and promoting the survey to a captive audience. | Events and merchandise suggestions constrained by budget, but only student generated ideas were used. Freshers week stalls (with free stress balls) raised over 300 instagram followers. Regular, student run on-campus stalls with free food and drinks was by far the most successful method of survey recruitment. Student presentations worked well in lectures, where research teams were able to make connections with lecturers. Other recruitment methods, including social media adverts and mass student emails were not designed by the student group. |
Nurture-U Wellbeing Toolkit | The Nurture-U Wellbeing Toolkit is a programme called i-Spero: a web-based app that allows users to answer questions regular intervals so they can track their wellbeing over time. Users receive messages based on their answers to the questionnaires. There are also ‘Wellbeing Plans’, for example different services, apps, webpages or lifestyle changes that might help users. | Co-design of Wellbeing Toolkit | Planned and designed over 6 meetings. Two week trial of prototype with feedback. | Researchers explained what needed to be included for research purposes, as well as what could not be changed within the formatting of the software, students were asked to co-design all other aspects. Fourteen standardised wellbeing measures were built into the Toolkit, 11 further questionnaires were added on student advice. Students advised keeping questions to a minimum and text as brief as possible, to not overwhelm the user. I-Spero is used within health services, and the language was formal and clinical. Students advised changes (for example the use of emojis) and added positive and motivational messaging, rather than just ‘alerts’ when wellbeing was low. Highlighted the importance of the accessibility of the plans and making them relevant to diverse cultures and the disabled population. Student testing of the demo version highlighted many bugs and usability issues. | All student generated questionnaires were included in final product. Messaging transformed, with aim to be supportive and positive where possible. Wellbeing plans were designed to match the services provided by the university alongside evidence-based therapies, so students had less input on content. But on advice, the text was kept brief and to the point. Also more plans were added to increase inclusivity. Student testing meant issues were addressed and content refined before release. Some student suggestions were not included. For example, students wanted more personalisation and motivational tools, which was not possible in the current format of the software. There was also enthusiasm for adding a social aspect to the Toolkit, but the research team were concerned about data management and a lack of capacity to monitor adjacent forums or online communities. |
Compassionate Campus | Finding ways for universities to move away from ‘consumer-led’ student experience, to increasing kindness on campus | Development of social prescribing directory. | Planned and designed over 5 whole-group meetings and further student-led meetings. | Student interns led on the design and creating of online social prescribing directory. Students led on finding and contacting groups and organisations for inclusion in the directory. Students led on website design. | Student-led design of directory to be tested by personal tutors. |
Research trials | Trial 1: Testing self-guided rumination app ‘Minddistrict’, to see if it can prevent the onset of depression. | Feedback and testing content of app. Deciding on terminology. (And below) | One initial meeting. Two rounds of testing and feedback. One group discussion and Microsoft form vote on terminology. | Provided detailed feedback on the app and the research team changed the content based on this. Positive feedback on existing language and formatting, reporting that it was accessible and balanced. Detailed suggestions for changes that would increase clarity and inclusivity. Students were asked whether ‘self-help’ was an acceptable term for these sorts of apps. Students voted that ‘self-guided’ was preferable. | Student input increased the diversity of the student stories within the app. Images and avatars chosen based on student preferences. ‘Self-guided’ is now the term used by researchers in describing non-therapist guided interventions. |
| Trial 2: Comparing self vs therapist-guided Silvercloud therapy app. | Testing RedCap software for trial participation (relevant for all trials). | Students provided cribsheets to test different RedCap pathways. General feedback given via Microsoft forms. | Changes in wording and language used. Spotting inconsistencies in the information given, for example how long data was stored. Highlighting where error messages occurred. Suggestions to improve usability, for example colours. | Changes implemented by the trials unit. |
| Trial 3: Testing resilience programme for students. | (as above) | (as above) | (as above) | (as above) |