(10) Choe, 2014
|
digital media (iPads) |
to explore the qualifying features and qualities of digital art materials, specifically art apps on iPads, for art therapy use |
Participatory design (PD): questionnaire (on qualities of art apps, client populations most suitable, pros and cons of iPads in AT) and focus groups (4 x 100–140 min) |
iterative process: systematic coding, linguistic analysis |
(All client groups) |
4 responses to survey (arts therapists who have used iPads with clients), 15 participants in 4 focus groups (art therapists and trainees with clinical experience, 14 female) |
Advantages / disadvantages of using iPad for AT were identified and client groups that could benefit most. The app’s impact on clients was the most important consideration. Six concrete features of an “ideal” art app for AT emerged: therapist’s control over options; creation of separate, secure portfolio folders; recording of the art process; integration of mixed media and multimedia; assessment capability; privacy and confidentiality. |
(11) Darewych et al., 2015
|
digital media |
to explore digital technology as a new art medium and clinical intervention tool in art therapy with adults with developmental disabilities |
Phenomenological art-based study: five 1 h individual AT sessions with touchscreen laptops/tablets (free drawing, scribble, mandalas) |
in-depth examination of participants direct session comments and artwork |
Adults with developmental disabilities |
8 adults with developmental disabilities in a community art program: 4 male, 4 female, age 24–49, disabilities: autism (4), Down syndrome (2), not specified (2) |
Participants with olfactory and tactile sensitivity favored creating art on texture-free touchscreen devices which offered a compact, mess-free therapeutic environment. Ease of use allowing participants to create images independently was appreciated. |
(12) Kaimal et al., 2020
|
digital media (VR) |
to determine the relevance of VR art-making tools to art therapy practice and research, to understand VR from participants’ experiences |
Pilot qualitative study: immersive VR art-making sessions using TiltBrush (20–25 min), narrative feedback |
thematical analysis |
(All client groups) |
17 participants: college-educated adults including creative arts therapists, nurses, engineers, physical therapists, administrators and graduate students (age 18–65 years, 5 male, 12 female) |
Creating in a virtual environment can induce embodied and novel visual expression, help reduce inhibitions, activate full-body movements, and enhance mood and creative play exploration, not available in the material world. Participants need time to adjust to being in the immersive environment, which can be disorienting, and a proficient facilitator to help them learn the tool and express themselves effectively. |