Research Advances in ADHD and Technology
Research Advances in ADHD and Technology
Research Advances in ADHD and Technology
CIBRIAN • ET AL
Series Editor: Ron Baecker, University of Toronto
Andrew Sixsmith, Simon Fraser University
Franceli L. Cibrian, Chapman University
Attention Deficit Hyperactivity Disorder (ADHD) is the most prevalent childhood psychiatric condition,
with estimates of more than 5% of children affected worldwide, and has a profound public health,
personal, and family impact. At the same time, a multitude of adults, both diagnosed and undiagnosed,
are living, coping, and thriving while experiencing ADHD. It can cost families raising a child with
ADHD as much as five times the amount of raising a child without ADHD (Zhao et al. 2019). Given the
chronic and pervasive challenges associated with ADHD, innovative approaches for supporting children,
adolescents, and adults have been engaged, including the use of both novel and off-the-shelf technologies.
A wide variety of connected and interactive technologies can enable new and different types of sociality,
education, and work, support a variety of clinical and educational interventions, and allow for the
possibility of educating the general population on issues of inclusion and varying models of disability.
This book provides a comprehensive review of the historical and state-of-the-art use of technology
by and for individuals with ADHD. Taking both a critical and constructive lens to this work, the book
notes where great strides have been made and where there are still open questions and considerations
for future work. This book provides background and lays foundation for a general understanding of
both ADHD and innovative technologies in this space. The authors encourage students, researchers, and
practitioners, both with and without ADHD diagnoses, to engage with this work, build upon it, and push
the field further.
About SYNTHESIS
This volume is a printed version of a work that appears in the Synthesis
store.morganclaypool.com
Research Advances in ADHD and
Technology
iii
Synthesis Lectures on
Assistive, Rehabilitative, and
Health-Preserving Technologies
Editors
Ronald M. Baecker, University of Toronto
Andrew Sixsmith, Simon Fraser University
Advances in medicine allow us to live longer, despite the assaults on our bodies from war, envi-
ronmental damage, and natural disasters. The result is that many of us survive for years or decades
with increasing difficulties in tasks such as seeing, hearing, moving, planning, remembering, and
communicating.
This series provides current state-of-the-art overviews of key topics in the burgeoning field
of assistive technologies. We take a broad view of this field, giving attention not only to prosthetics
that compensate for impaired capabilities, but to methods for rehabilitating or restoring function,
as well as protective interventions that enable individuals to be healthy for longer periods of time
throughout the lifespan. Our emphasis is in the role of information and communications technol-
ogies in prosthetics, rehabilitation, and disease prevention.
Clear Speech: Technologies that Enable the Expression and Reception of Language
Frank Rudzicz
Fieldwork for Healthcare: Guidance for Investigating Human Factors in Computing Systems
Dominic Furniss, Rebecca Randell, Aisling Ann O’Kane, Svetlena Taneva, Helena Mentis, and
Ann Blandford
Fieldwork for Healthcare: Case Studies Investigating Human Factors in Computing Systems
Dominic Furniss, Aisling Ann O’Kane, Rebecca Randell, Svetlena Taneva, Helena Mentis, and
Ann Blandford
Patient-Centered Design of Cognitive Assistive Technology for Traumatic Brain Injury Telereha-
bilitation
Elliot Cole
Zero Effort Technologies: Considerations, Challenges, and Use in Health,Wellness, and Rehabil-
itation
Alex Mihailidis, Jennifer Boger, Jesse Hoey, and Tizneem Jiancaro
Design and the Digital Divide: Insights from 40 Years in Computer Support for Older and Dis-
abled People
Alan F. Newell
Copyright © 2021 by Morgan and Claypool
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in
any form or by any means—electronic, mechanical, photocopy, recording, or any other except for brief quota-
tions in printed reviews, without the prior permission of the publisher.
DOI 10.2200/S01061ED1V01Y202011ARH015
M
&C MORGAN & CLAYPOOL PUBLISHERS
viii
ABSTRACT
Attention Deficit Hyperactivity Disorder (ADHD) is the most prevalent childhood psychiatric
condition, with estimates of more than 5% of children affected worldwide, and has a profound
public health, personal, and family impact. At the same time, a multitude of adults, both diagnosed
and undiagnosed, are living, coping, and thriving while experiencing ADHD. It can cost families
raising a child with ADHD as much as five times the amount of raising a child without ADHD
(Zhao et al. 2019). Given the chronic and pervasive challenges associated with ADHD, innovative
approaches for supporting children, adolescents, and adults have been engaged, including the use of
both novel and off-the-shelf technologies. A wide variety of connected and interactive technologies
can enable new and different types of sociality, education, and work, support a variety of clinical
and educational interventions, and allow for the possibility of educating the general population on
issues of inclusion and varying models of disability.
This book provides a comprehensive review of the historical and state-of-the-art use of
technology by and for individuals with ADHD. Taking both a critical and constructive lens to this
work, the book notes where great strides have been made and where there are still open questions
and considerations for future work. This book provides background and lays foundation for a gen-
eral understanding of both ADHD and innovative technologies in this space. The authors encour-
age students, researchers, and practitioners, both with and without ADHD diagnoses, to engage
with this work, build upon it, and push the field further.
KEYWORDS
Attention Deficit Hyperactivity Disorder, ADHD, human-computer interaction, cognition,
social interaction, social skills, education, disability, human development, interactive technologies,
user experience, mobile computing, shared active surfaces, tabletop computing, virtual reality,
multi-sensory environments, augmented reality, sensors, wearable computing, robots, robotics,
natural user interfaces, natural input, tangible computing, tactile computing, eye tracking, behav-
ioral intervention
ix
Franceli L. Cibrian:
To Armando, Rome, and Francisco
Gillian R. Hayes:
To Steve, Warner, and William
Kimberley D. Lakes:
To Dr. Francis Crinella and James, Emma, Micah, and Elijah
xi
Contents
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
1 Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ���1
1.1 The Evolution of ADHD as a Diagnostic Category . . . . . . . . . . . . . . . . . . . . . 2
1.2 The Evolution of “Technology” in Mental Health . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Other Relevant ADHD and Technology Reviews . . . . . . . . . . . . . . . . . . . . . . 6
1.4 Structure of This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
References. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Acknowledgments
We would like to thank the following people who provided input directly on the writing of this
manuscript, providing reviews, discussions, images, or comments on the content and writing: Sa-
brina E.B. Schuck, Mirko Gelsomini, Jeffrey Krichmar, Patrizia Marti, and Jesus A. Beltran. Addi-
tionally, Latoya Wilson has been an enormous help in organizing time and deadlines to ensure this
book actually got written. Finally, Gabriela Marcu and Paul Marshall provided extensive comments
and edits that improved the final version.
We wish to thank the following people for their influence on our thinking and informing
our understanding of the fields of ADHD, human-computer interaction, and health informatics
in significant ways: Sabrina E. B. Schuck, LouAnne Boyd, Julie Kientz, Nancy Donnelly, and the
children, parents, and teachers at The Children’s School in Irvine, California.
Finally, we wish to acknowledge the following funding sources that supported the authors
during the writing of this manuscript: National Institutes of Health (NIH), the Agency for Health-
care Research and Quality (AHRQ) under award number 1R21HS026058, and the Jacobs Founda-
tion Advanced Research Fellowship. The content is solely the responsibility of the authors and does
not necessarily represent the official views of the NIH, AHRQ, nor the Jacobs Foundation.
1
CHAPTER 1
Introduction
Attention Deficit Hyperactivity Disorder (ADHD) is the most prevalent childhood psychiatric
condition, with worldwide prevalence estimates of 5% and 7.2% (Polanczyk, et al., 2014; Thomas et
al., 2015), and profound public health, personal, and family impacts. In 2013, in a European setting
estimate that the average total ADHD-related costs ranged from €9,860 to €14,483 per patient and
annual national costs were between €1,041 and €1,529 million (M) (Le et al., 2014). In the U.S.
in 2000, a study estimated that the excess cost of ADHD was $31.6 billion (1.6 billion was for the
treatment; $14.2 billion for healthcare cost and $3.7 billion was for the work loss) (Birnbaum et
al., 2005; Doshi et al., 2012). In the Republic of Korea, the total economic burden of ADHD was
US$47.55 million, which accounted for approximately 0.004% of Korean gross domestic product
in 2012 (Hong et al., 2020). Given the international differences in the medical care system, it is
difficult to generalize a global cost and there is not a lot of data about the burdensome costs from
countries of the Global South; still, the burden may be similar or greater, although it may not be
recognized to the same extent.
At the same time, a multitude of adults are living, coping, and thriving while experiencing
ADHD, both diagnosed and undiagnosed. Given the chronic and pervasive challenges associated
with ADHD, innovative approaches for supporting people with ADHD across the lifespan have
been engaged, including the use of both novel and off-the-shelf technologies. A wide variety of
connected and interactive technologies can enable new and different types of sociality, education,
and work, support a variety of clinical and educational interventions, and allow for the possibility
of educating the general population on issues of inclusion and varying models of disability. These
technologies are used for traditional mental health care, such as diagnosis and assessment, as well
as addressing the primary mental health concerns of ADHD, including cognition and attention.
We intentionally engage a variety of technologies beyond this, however. Notably, we explore be-
haviors that can put people with ADHD in conflict with those without ADHD and discuss how
technologies can support self-regulation and management of behavior to fit cultural and societal
norms and social engagement with those without ADHD. We also explore technologies most con-
cerned with promoting the pragmatic outcomes of academic, work, and daily lives. Our goals are to
describe both a broad base of existing and emerging technological approaches as well as the large
scope of potential opportunities and challenges in the space of ADHD that future technologies
could address.
Since 2004, research papers describing potential applications of technology to ADHD
have increased dramatically; the ACM Digital Library (2019, https://dl.acm.org/) indicated that
2 1. INTRODUCTION
from 2004–2019 the numbers of publications focused on ADHD and technology increased expo-
nentially, with the fastest growth occurring in the last ten years. As scientific interest has grown,
commercial interest has developed even more rapidly. Many commercial products are currently
available on the market, advertising clinical benefits to individuals with ADHD and their families.
The efficacy of these products, however, is largely unknown.
Limited reviews of the scientific literature surrounding ADHD and technology use do
exist and are included in this book. Every day, people with ADHD and their families, co-workers,
friends, and teachers are adapting and adopting interactive technologies in novel ways not cata-
loged by any researchers. Thus, this review does not attempt to make clinical recommendations
nor provide a comprehensive examination of all technology use surrounding ADHD. Rather, this
volume focuses on describing current research—technological, social-behavioral, and medical—in
the broad spaces of ADHD assessment, diagnosis, treatment, and self-determination.
Each of the authors of this book has worked with and/or taught people with ADHD of
all ages for years. We come to this work as researchers, clinicians, educators, family members, and
friends of people with ADHD. Additionally, we have sought and incorporated feedback from peo-
ple with ADHD, including both children and adults, throughout our time working on this man-
uscript and are grateful for their lived experiences, which have informed this book. Our intention
with this book is to help readers understand ADHD as both a medical and sociological construct
and provide a broad review of the research literature that demonstrates the role technology has
served to this point. Finally, we hope through this work to identify some gaps, biases, and challenges
that we as a community have yet to overcome.
This book provides an overview of the historical and state-of-the-art use of technology by
and for individuals with ADHD with deep dives into a subset of research to further illustrate the
trends we see in the space. We take both a critical and constructive lens to this work, noting where
we have made great strides and where there are still open questions and considerations that must be
engaged. This book provides background and lays foundation for a general understanding of both
ADHD and innovative technologies in this space. We encourage students, researchers, and prac-
titioners, both with and without ADHD diagnoses, to engage with this work, build upon it, and
push the field ahead in order to support the needs of children, adolescents, and adults with ADHD.
for individuals with ADHD who struggle to control attention and behavior, as it suggests that the
long-term impact on outcomes can be meaningful and substantial.
Despite a wealth of research and attention, ADHD remains in many ways a misunderstood
condition, especially for women and girls. Researchers, clinicians, and the broader public have
shifted to some degree on the notion of ADHD as something that debilitates to something that
differentiates. Sabrina Park, writing in 2019, chronicled 11 women with ADHD whom she de-
scribed as “thriving:” including actress Emma Watson who also graduated from Brown University
and served as a United Nations Goodwill Ambassador, vocalist Solange Knowles who lamented
people’s perceptions of her before her diagnosis, Olympic gold medalist Simone Biles, and even
a YouTuber who created a “Hot to ADHD” informational channel (Park, 2019). Entrepreneur
magazine similarly chronicled ADHD success stories, such as JetBlue Airways founder Devid
Neeleman and Virgin Group founder Richard Branson (Belanger, 2017). That article references re-
search in which Wiklund et al. (2016) studied 14 entrepreneurs previously diagnosed with ADHD,
noting that impulsivity can be a major driver of entrepreneurial action, and hyper-focus can spur
such action to consequences. Regardless of these specific cases or potential benefits to ADHD, we
acknowledge that much of the western world is incompatible with the cognitive and behavioral
profile of ADHD. Thus, in this work, we explore technologies that seek to support people with
ADHD in learning to accommodate the environment around them as well as technologies that
seek to change the environment to accommodate them. As Harvey Blume (1998) noted, “Neurodi-
versity may be every bit as crucial for the human race as biodiversity is for life in general. Who can
say what form of wiring will prove best at any given moment?”
state of the art in computers and mental health care delivery ( Johnson, Giannetti, and Williams,
1976) predominantly described large-scale data collection and clinical decision support systems.
As in other areas of healthcare, it would take the advent of personal computing to push
the notion of technology in mental health into more mainstream practice. An instructional book,
complete with included CD-ROM from the late 1990s, describes “practical advice” for even the
most “technophobic” clinicians and researchers (Rosen and Weil, 1997). Yet, even then, much of
the literature from this time period focuse on screening and assessment (e.g., Munizza et al., 2000;
Puskar et al., 1996; Stein and Milne, 1999) and computerized decision-support (e.g., Knight, 1995)
as opposed to using technology directly for treatment, which was still an emerging area of research
(e.g., Budman, 2000; Huang and Alessi, 1998; Riemer-Reiss, 2000). A focus, then as now, was on
the notion of treating patients and providing support services at a distance.
In more recent years, the notion of technology for mental health, and for ADHD in par-
ticular, has gained enough mainstream interest that a myriad of smartphone “apps;” games for
computers, phones, and even in Virtual Reality; and other approaches have become commonplace.
Some of this is driven by innovative clinicians, by people with ADHD themselves, and by friends
and family members of people with ADHD, making the effects disparate and hard to measure.
Several reviews of these technologies and their evidence exist (e.g., Batra et al., 2017; Grist, Porter,
and Stallard, 2017; Hansen, Broomfield, and Yap, 2019; Hollis et al., 2017; Michel, Slovak, and
Fitzpatrick, 2019; Torous et al., 2018). These explorations can point us toward a variety of future
directions with creative solutions and points to the need for more empirical research (e.g., Comer
and Myers, 2016; Firth et al., 2018; Ralston, Andrews, and Hope, 2019). Such research also high-
lights risks and obstacles to technological approaches (e.g., Bhuyan et al., 2017) but cannot yet, in
most cases, provide solid extensible guidance and recommendations.
Technology and ADHD have a complicated relationship. While researchers, clinicians, and
educators have sought to use technologically enabled approaches to support people with ADHD,
others have sought to detect a potential connection between the rise in use of computerized tech-
nologies and ADHD itself (e.g., Visser et al., 2014; Beyens et al., 2018). Despite the widespread
problematizing by the scientific community of claims that screen and media use cause a wide range
of psychiatric disorders (Odgers and Jensen, 2020; Stiglic and Viner, 2019), these myths continue
to be perpetuated by both the popular press and an increasingly limited number of researchers (e.g.,
Twenge et al., 2018). These claims are problematic in part due to their limited statistical power
but largely due to the implicit ableism and offensive nature of claims that assert technology has
“destroyed a generation” (Twenge, 2017) largely related to claims that this new generation has and
makes different choices than was true of prior generations, particularly in relation to independence
and social engagement. By asserting that ADHD is caused by screen time and media use (e.g.,
Tamana et al., 2019, Rosenblatt, 2019) and that, therefore, all children should have such screens re-
moved from their lives or have greatly reduced access (Twenge and Campbell, 2018), we implicitly
6 1. INTRODUCTION
assert that living with ADHD is worse than living without educational opportunities, connectivity
to remote social opportunities, and connection to the larger culture. We are writing this book at a
particular moment in time, during COVID-19 stay-at-home orders and subsequent social distanc-
ing, and this experience reinforces the deeply problematic nature of staking these claims that are
not backed in science and that contribute to bias and problematic policies.
Further challenging reviews and thoughts about Mental Health Technology, and specifically
those for use surrounding ADHD, is the use of the word “technology” itself by the interdisciplin-
ary mix of people working in this space. Some clinicians and mental health researchers use the
word technology to mean concepts, such as when Swift and Levin defined “empowerment” as an
emerging mental health technology (Swift and Levin, 1987). In this case, they were referring to the
feeling of power and competence as well as the modification of the structural conditions to invoke
these feelings. In this case, and others like it, the authors appear to be using the term technology
to describe any tool. Similarly, Byrnes, and Johnson (1981) use the term technology to describe a
new process. At the far other end of the spectrum, for many computer scientists and engineers,
technology is an evolving concept, and the term itself is difficult to pin down at times, describing
only digital or electrical solutions and at others more traditional tools, such as paper as technology.
This concept grows murkier when one considers the publication and funding realities of research
in the information and computer sciences, in which only new radically cutting-edge solutions are
considered worthy of scientific exploration. In this case, the word technology may often be preceded
by “novel” or “innovative.”
(2020) catalogs the design methods, sample size, and specific subdomains of 27 papers from the
ACM Digital Library between 2007 and 2017 focused on technology for ADHD.
As we describe in Chapter 4, for example, hundreds of journal articles and several systematic
and meta-analytic reviews have been published addressing computerized cognitive training (e.g.,
attention training using a computer program designed to look like a video game) for individuals
with ADHD. These works have contributed to a growing understanding of how technology may or
may not ameliorate ADHD symptoms and improve outcomes. Our intent in this book is to take a
broader perspective and describe a wider range of technologies that have been addressed in prior in-
dividual reviews. When relevant to a particular chapter, we cite those other review articles and hope
that readers may engage with those works as they find them useful and relevant to their own work.
This book also is not meant to include every article ever written about ADHD in relation
to technology or technology in relation to ADHD. For one, the book would never be complete as
research is ongoing and growing in this space. More importantly, however, scientific journals are
the appropriate space for systematic reviews or structured meta-reviews and meta-analyses, such
as those described in the previous paragraph. This book is meant, instead, to lay out an intellectual
space. The hope of this approach, as has been in true in many volumes in this series, is three-fold.
First, we seek to educate and support scholars choosing to move into this area. Second, this book
should inspire others to build on, critique, and update the exciting advances we overview here. Fi-
nally, this book can serve as a resource for those in the industry looking to develop a new product
or modify an existing one to provide a better user experience for someone with ADHD, to enable
people with ADHD to make their own content and products or to develop new assessment, diag-
nostic, and therapeutic tools.
the next chapter, Chapter 8, highlights the role of technology in supporting everyday life skills and
employment and is thus more focused on the experiences of young adults and adults. Chapter 9
describes technologies to support and improve motor skills, physical access, and physical behaviors.
Finally, we conclude with a discussion of where we are headed as a field and what opportunities may
lie ahead. Of course, many projects overlap in categories and so can be found in multiple chapters.
Likewise, points from the discussion are relevant to detailed portions of the individual chapters as
well. Thus, readers may wish to begin with the discussion, read detailed chapters of interest, and
return to the final chapter again.
Within each chapter, we describe the background of the experience of ADHD as related
to the overall topic of that chapter. In these cases, we highlight both strengths and challenges,
indicating the ways in which technology can help people with ADHD to improve their life experi-
ences, ways that technology might help people without ADHD to be supportive and inclusive, and
ways in which the currently available technological solutions do not appear to be effective. Finally,
we close each chapter with some indication of the conclusions we can draw from inspecting this
literature together and the future directions the field might wish to pursue.
9
CHAPTER 2
2.1 METHODS
Given the rapid growth rate in this area of research, the ambiguous definition of technology, and
the rapid changes in clinical and educational practice, as in the Kientz et al. volume that was fo-
cused on autism, we do not represent this work as a complete review of the literature but rather
an overview of the preponderance of evidence for and open questions about various technological
approaches. Notably, there are numerous off-the-shelf, open-source, and commercial products that
serve similar needs, either explicitly or through appropriation and adaptation. We intentionally
exclude applications from popular media, such as games for children with ADHD found in the
Apple App Store or on Google Play. These marketplaces are rich with different applications, but in
general, they are beyond the scope of this book unless they have been studied in the scientific liter-
ature. Given our focus on research, this book is limited to research projects and research-validated
products with some mention of other non-research products when particularly relevant.
We conducted our research for this book in two phases. In the first phase, we conducted a
structured literature review using searches in PubMed, ACM Digital Library, and IEEE Xplore
for articles published in English from 2004 to June 1, 2020. We witnessed an inflection point in
the ACM and IEEE articles, in particular around 2004 (see Figure 2.1). Search terms included:
“ADHD,” “Attention Deficit Hyperactivity Disorder,” “treatment,” “digital,” “intervention,” “as-
sistive technology,” “computer intervention,” “computer assisted,” “sensor,” “mobile,” “wearable,”
“smartphone,” “tablet,” “robot,” “virtual reality,” “augmented reality,” “neurofeedback,” “working
memory training,” “cognitive training,” “internet,” and “web.” We limited results to published
10 2. METHODS AND CLASSIFICATION SCHEME
peer-reviewed research papers, excluding research published solely as abstracts or extended ab-
stracts; these research abstracts were excluded during the first phase of screening (Figure 2.2).
140
120
100
80
60
40
20
0
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
Figure 2.1: Chart graphing publications in the ACM and IEEE digital libraries using “ADHD” as the
keyword starting in 1991 shows 2004 as a clear point after which the topic began to gain substantial
interest to technology and computing researchers. Notably, at time of publication, 2020 is still in prog-
ress, hence limiting the numbers of publications available for that year.
We included research articles that used consumer, clinical, and educational technologies.
To identify this initial set of literature for the book, we used the PRISMA process for identifying
appropriate articles for inclusion (see Figure 2.2, which demonstrates how we identified papers
focused on the application of technology to intervention and treatment only).
2.1 METHODS 11
Records Records
Screened Excluded
(n = 1188) (n = 1112)
Eligibility
Studies Included in
Qualitative Synthesis
(n = 49)
Figure 2.2: Graphic depiction of the PRISMA process for initial meta-review.
Once this initial corpus was developed, we broadened our search to include additional con-
ferences and journals and additional topics in an iterative fashion. We checked the reference lists
in the papers in our initial corpus and used Google Scholar to scan the papers that cited them. We
then analyzed these papers using the classification scheme outlined below. Finally, when we identi-
fied holes in the literature through this analysis, we searched again, this time using Google Scholar
12 2. METHODS AND CLASSIFICATION SCHEME
with the broad sets of terms outlined above but expanding to other databases, such as JSTOR and
EPIC that are indexed by Google. This process continued iteratively as we developed the text for
the book itself. Thus, while we do not compile a comprehensive view across all potential fields that
intersect ADHD and Technology, we are confident in our ability to detail the landscape of studies
to provide a foundation for scholars interested in expanding research in this area as well as practi-
tioners or developers looking to build on what already has been done.
• Mobile Devices and Tablets: Includes applications delivered on cell phones, PDAs,
tablets, or other mobile devices intended for personal use. Can be used in multiple
environments or anywhere the user goes.
• Sensor-Based and Wearable: Includes the use of sensors (e.g., accelerometers, heart
rate, microphones, brain-computer interfaces (BCI) etc.), both in the environment and
on the body, or computer vision to collect data or provide input.
• Virtual and Augmented Reality: Includes the use of virtual reality, augmented reality,
virtual worlds, and use of virtual avatars.
2.2 CLASSIFICATION SCHEME 13
• Natural User Interfaces: Includes the use of input devices beyond traditional mice
and keyboards, such as pens, gestures, speech, eye tracking, multi-touch interaction,
etc. Interacts with a system rather than just providing passive input. Although this is a
term of art for computing researchers, it is not without its critics, as the term “natural”
here largely means “not mouse and keyboard” rather than anything that is truly “natu-
ral” in the sense of not being artificial, synthetic, or learned.
2.2.2 DOMAIN
This category refers to the area of functioning within individuals with ADHD that the technology
targets, such as helping with the acquisition of certain skills or addressing particular deficits.
• Cognition and Attention: Includes applications designed to improve cognitive skills,
including attention, working memory, and other executive functions.
• Social and Emotional Skills: Includes technologies designed to improve social skills
and peer and family relationships and reduce emotional symptoms, such as anxiety
and depression.
2.2.3 GOAL
This category refers to the primary goal of the technology itself. Some technologies related to
ADHD are intended to support a diagnostic process or to screen for symptoms of ADHD, whereas
others are intended to support or deliver interventions.
• Treatment/Intervention: Includes (1) applications that attempt to improve or pro-
duce a specific outcome in an individual with ADHD. May focus on teaching new
skills, maintaining or practicing new skills, or changing behaviors; and (2) applications
that provide support for caregivers, educators, clinicians, and other professionals to
further their understanding of ADHD and intervention strategies or improve their
skills as caregivers.
• Diagnosis/Assessment: Includes (1) applications that help either screen for ADHD
diagnosis in the general population or test for symptoms of ADHD in clinical set-
tings; (2) applications focused on the collection and review of data over time to assess
an individual’s learning, capability, or level of functioning. The data collected is in-
tended for end users and/or people caring directly for individuals with ADHD; and
(3) applications or projects that use technology in the collection and analysis of data
by researchers to understand more about ADHD and its features or characteristics.
Tools in this category generally are not yet available for or may not be appropriate or
feasible for home or community use.
• Family Caregiver: Includes anyone who is not a professional who cares for or sup-
ports an individual with ADHD. May include parents, siblings, other family, friends,
volunteers, etc.
physical therapists, speech therapists, applied behavior therapists, or other allied health
professionals. Also includes a person intending to collect data or conduct studies about
individuals with ADHD and publish something generalizable about the data. This
does not include researchers running a study about technology for an individual, only
when the researcher themselves is one of the technology’s primary users.
2.2.5 SETTING
The care of individuals with ADHD takes place in a number of different settings. This category
refers to the settings or locations in which the technology is primarily intended to be used.
• Home: The home or personal living space of a person with ADHD and/or their
family.
• School: A public or private place for educating individuals with ADHD. Includes
both schools that specialize in ADHD education as well as general, inclusive class-
rooms. Could include all levels from pre-school through postsecondary education.
• Research Lab: Technology intended for use in a research laboratory under careful
observation or that has been tested only in controlled settings.
• Clinic: A place of professional practice that is not intended for education, such as a
doctor’s office, therapist’s office, or a specialty service provider.
In the subsequent chapters, we use this framework to describe the approaches to interactive
technology research in the ADHD space. Although we adapted the Kientz et al. (2019) framework
for this analysis, we structure the rest of the book differently. Where they structured their review
based on the technological platform as the primary organizing principle, we instead focus on the
domain of concern that the design, technology, and/or research project was developed to address.
Subsequent chapters include Diagnosis and Assessment of ADHD Symptoms (Chapter 3), Cog-
nition and Attention (Chapter 4), Social and Emotional Skills (Chapter 5), Behavior Management
and Self-Regulation (Chapter 6), Academic and Organizational Skills and Support (Chapter 7),
Life and Vocational Skills and Support (Chapter 8), and Motor Behaviors and Physical Accessibil-
ity (Chapter 9). Some applications and technologies might fit into more than one of these catego-
ries, in which case they are mentioned in both relevant chapters and cross-referenced appropriately.
Within each chapter, we describe the challenges and opportunities of the specific domain as
well as the interventions and innovative technologies that have been developed in this space. We
describe solutions that have been developed or used by people with ADHD and the ways in which
these technologies themselves can be challenging or problematic. Finally, we close with potential
future opportunities in this area of research.
Any book will necessarily only provide a review that is a snapshot in time. Both our under-
standing of ADHD and the technologies we use to support our lives are ever-changing. We hope
this book provides a foundation upon which others may build. Additionally, we expect that others
can use the methods we outlined above to monitor additional literature as it is published and stay
up to date. Finally, we hope that people with ADHD themselves, whether researchers or not, will
take up this work, apply to it their lives, and inform our future work with their lived experiences.
2.3 APPLYING THE CLASSIFICATION SCHEME 17
Behavior Management/Self-Regulation
Caregivers (Parents/Teacher)
Mobile Devices or Tablets
Sensors/Wearables/EEG
Treatment/Intervention
Social/Emotional Skills
Assessment/Diagnosis
Providers/Researchers
Natural User Interface
Life/Vocational Skills
Cognition/Attention
Everyday Life
Research Lab
Robotics
School
Home
Clinic
Aase and Sagvolden,
* * * * *
2005, 2006
Adams et al., 2009 * * * * * *
Alchalabi et al., 2018;
* * * * *
Alchalcabi et al., 2017
Areces et al., 2018a,
* * * * *
2018b, 2019
Asiry et al., 2018 * * * * * *
Avila-Pesantez et al.,
* * * * * * *
2018
Babinski and Welkie,
* * * * * *
2019
Bashiri et al., 2018 * * * * *
Benzing et al., 2018;
Benzing and Schmidt, * * * * * *
2017, 2019
Breider et al., 2019 * * * * * * *
Bruce et al., 2017 * * * * * *
Bul et al., 2015, 2016,
* * * * * * *
2018
Chen et al., 2018 * * * * * * * *
Cibrian et al., 2020a * * * * * * * *
Clancey, Rucklidge, and
* * * * *
Owen (2006)
Clark-Turner and
* * * * * *
Begum, 2017
Corkum et al., 2019 * * * * * *
18 2. METHODS AND CLASSIFICATION SCHEME
CHAPTER 3
Computationally Supported
Diagnosis and Assessment
ADHD is highly individualized, with each child, adolescent, and adult expressing symptoms in
different ways, with no clear physical test to diagnose the condition. Rather, diagnosis is typically
given in response to a series of behavioral observations and reports sometimes combined with
neuropsychological assessments and self-report of internal feelings. Many children and adults with
ADHD go years or even lifetimes without a formal diagnosis. At the same time, there is growing
interest in increasing the rigor of diagnostic procedures as well as the assessment of progress in
response to a variety of interventions. These kinds of tests, requiring intensive support from clinical
and educational resources, can be difficult to scale, but with the prevalence of ADHD such scale
is necessary. Thus, technology offers an opportunity to support human professionals and experts in
their diagnostic and assessment work. In this chapter, we first introduce the basics of ADHD diag-
noses, followed by the extensive literature on computational approaches to augmenting diagnostic
and assessment work.
time. Neither claims to replace a comprehensive diagnosis, but both are widely thought to generate
useful information to inform a comprehensive diagnostic assessment.
As digital recording technologies become more pervasive, more robust, and less costly, it
should come as no surprise that they are increasingly used to support medical diagnoses of both
mental and physical health conditions. Mental health, in particular, has been traditionally difficult
to diagnose because few definitive tests exist for certain behavioral health conditions. Recent re-
search projects indicate that diagnoses of ADHD may be greatly enabled and streamlined through
automated sensing and monitoring of physical health and observable behaviors, in particular, as
they relate to potential co-occurring motor conditions. Additionally, the use of these tools has, in
some cases, enabled researchers to rule out such connections from conditions that only appear to
co-occur in clinical practice but such connections were not able to be tested rigorously previously.
In this section, we describe the extant research in using technology to understand and support the
diagnosis of ADHD, including studies that found use of such technologies to be promising as well
as those that demonstrated certain behaviors or symptoms either cannot be effectively measured or
are not predictive of diagnoses as expected.
Some computerized tests support the patients directly, rather than as part of a clinical de-
cision support structure. For example, MATH-CPT uses an on-screen sequence of simple math-
ematical questions, which the authors hope can be used to diagnose participants with ADHD.
In a study of 303 participants (63 with ADHD), MATH-CPT correctly classified 91.6% of
participants, performing better in their study than the Test of Variables of Attention (TOVA)
(Rodríguez et al., 2018). QbTest, a computerized continuous performance test, has been shown to
reliably differentiate between children with ADHD and those without (Emser et al., 2018; Hult
et al, 2018) as well as adults (Bijlenga et al., 2019; Edebol, Helldin, and Norlander, 2013; Emser
et al., 2018; Hirsch and Christiansen, 2017; Lis et al., 2010). Similarly, QbCheck was built as an
online assessment tool for families who were not able to come into a clinic but wanted some initial
screening or assessment for ADHD. In a study with 142 adolescents and adults (69 with ADHD),
high convergent validity was observed between QbCheck at home and QbTest (Ulberstad, 2016)
in the clinic (Ulberstad et al., 2020). Despite the promise of these results for a notion of automated
diagnosis, many researchers have noted that there are just too many limitations inherent to claiming
to diagnose a clinical condition without a qualified clinician. Thus, many experts advocate for such
tools to provide useful information to the diagnostic process rather than replace it.
Finally, parents are sometimes the target of data collection as part of family and child assess-
ments. For example, Hsieh, Yen, and Chou (2019) examined the relationship between the Parental
Smartphone Use Management Scale (PSUMS) and ADHD symptoms, finding that PSUMS
accounted well for reactive management, proactive management, and monitoring in relation to
parental feelings of self-efficacy. Although PSUMS itself is not delivered via technology, it is a po-
tentially useful tool for clinical practice and parenting groups to understand parental management
and point to particular challenge areas around technology use for families. On the other hand, Li
and Lansford (2018) used smartphones in the form of ecological momentary assessment (Shiff-
man, Stone, and Hufford, 2008) to track parents of 184 kindergartners, with and without ADHD,
for one week, finding limited relationships between the stress of parenting and variability in harsh
parenting behaviors. Inclusion of assessment tools like this into other therapeutic or educational
applications for parents may be particularly valuable.
Silva and Frère, 2011), two main projects have been widely explored, the Virtual Reality Classroom
(then called ClinicalVR) and AULA.
The Virtual Reality Classroom has been used to assess the attention of children with ADHD
for the last two decades (Rizzo and Buckwalter, 1997; Rizzo et al., 2000, 2003, 2004, 2006). The
VR Classroom includes a standard rectangular classroom rendering containing three rows of desks,
a teacher’s desk at the front, a blackboard across the front wall, and a virtual teacher who presents
as a woman. On the left side, a large window looks out onto a playground with buildings, vehicles,
and people. As a tutorial, the virtual teacher instructs the participants to spend a minute looking
around the room and point, name observed objects, and then play a quick game. Following the
tutorial, participants can play two games, one focused on identifying letters on the blackboard, with
or without audio, visual, and 3D audio/visual distracters, and assessment of the virtual teacher’s ac-
curacy at identifying images drawn on the blackboard. The project was revised digital mediaworks,
inc. (http://www.dmw.ca/) and called ClinicalVR: Classroom-CPT (Nolin et al., 2016). The system
was then adapted to a Unity 3D version (Yeh et al., 2012; Tan et al., 2019).
Several studies have been conducted to test the efficacy and efficiency of the VR Classroom.
VR classroom measurements are consistently correlated with traditional measurements (Parson et
al., 2007; Pollak et al., 2009), making it a promising place for testing new interventions. However,
children with ADHD were more affected by distractions in the VR classroom than those without
ADHD (Adams et al., 2009). In the newest version, ClinicalVR, studies show that assessments
made by monitoring behaviors are reliable and unaffected by gender, while age is impacted (Nolin
et al., 2016). Although there are differences between performing these tests in the virtual environ-
ment from a more traditional computerized one, measurements were able to distinguish between
children with ADHD and neurotypical children (Negut et al., 2017), provide incremental validity
beyond that of teacher and parent report of behavior (Coleman et al., 2019), and add social cues to
the assessment (Eom et al., 2019).
Similarly, The AULA Nesplora or just AULA has also been used to assess ADHD in chil-
dren (Climent and Banterla, 2010). AULA is a virtual school classroom where children used a
head-mounted display with movement sensors, earphones, and a single-button switch to interact
in the environment. AULA had two main activities: a NO-X paradigm based exercise (i.e., “Press
the button when you DO NOT perceive the target stimulus”) and an X paradigm-based exercise
(i.e., “Press the button whenever you DO perceive the target stimulus”), that children can play for
20 minutes (Díaz-Orueta et al., 2014). This approach has also been explored using an aquarium
environment (Camacho-Conde and Climent, 2020).
Studies have been conducted with children to first correlate AULA measurements with more
common and standard Continuous Performance Tests (CPT), confirming the validity between the
tests (Díaz-Orueta et al., 2014). AULA was able to differentiate between children with ADHD
and without pharmacological treatment for a wide range of measures related to inattention, im-
3.2 COMPUTATIONAL DIAGNOSTIC AND ASSESSMENT APPROACHES 25
pulsivity, processing speed, motor activity, and quality of attention focus (Díaz-Orueta et al., 2014;
Iriarte et al., 2016). The cognitive scales used in AULA take into account the virtual environment
to better characterize the difficulties encountered by people with ADHD (Areces et al., 2018a),
VR is able to classify the impulsive/hyperactive, inattentive behaviors, and combined symptoms
(Areces et al., 2018b). AULA predicts current and retrospective ADHD symptoms (Areces et al.,
2019), and better differentiates between ADHD and non-ADHD individuals in comparison with
the most commonly used CPT, the Test of Variables of Attention (TOVA) (Rodríguez et al., 2018).
These results show promise for improving the performance monitoring data collection that many
clinicians use to speed their screening, assessment, and even diagnostic work.
Augmented reality has also been explored to assess ADHD symptoms. For example, Em-
powered Brain is an augmented reality communication aid for children with ASD. In one study
of Empowered Brain, seven high school students diagnosed with ASD played Empowered Brain
for one week. In this study, Empowered Brain in-game performance correlated with ADHD
symptom severity in students with ASD. This was a relatively small sample but showed promise in
using tools designed to support children with ASD in simultaneously assessing them for ADHD
(Keshav et al., 2019).
ring motor impairment in people with ADHD. In this work, they found no relationship between
the motor and spatial domains and children with ADHD.
Despite the limits of existing work, VR may be particularly appealing as an assessment and
diagnostic approach because it can mimic the natural, physical world while still allowing for an
immense amount of control. It, in essence, becomes an experimentally controlled condition. VR
can, of course, be fun and engaging. It is not without its drawbacks, however. Even though VR has
become more accessible, less expensive, less heavy, and more tolerable (e.g., creates less nausea), it
is still not particularly intuitive for many people and may be totally out of reach for people with
certain kinds of sensory challenges, including small children and those with neurodevelopmental
disorders. As VR advances, we would expect these kinds of applications to improve, particularly to
support tools for assessment and long-term tracking of symptoms.
For example, Alchalabi et al. (2017) developed a serious game in which players collect yellow cubes
via mental commands of “push” as quickly as possible. The cubes are in a nature-theme environment
(e.g., forest) to enhance calm and relaxation. A pilot study with 4 neurotypical players and 4 with
ADHD suggesteded that machine learning models could classify EEG data of individuals with
ADHD with up to 96% accuracy (Alchalabi et al., 2018). These approaches require substantially
more work to move toward clinical use. First, clinical EEG systems should be opened up through
APIs to allow game makers to develop games using their platforms for increased electrical sensing
quality. Second, these studies must be conducted at much larger scales to test performance across
a wider variety of participants before they have any chance of being accepted as evidence-based
clinical tools.
Taken together, this research demonstrates the potential for using gameplay as an assess-
ment tool. In particular, the automated collection of data pertaining to game behaviors and sensors
can augment traditional clinical tests and may provide additional insights once enough evidence is
collected to support clinical use. The data collected can also be used to develop machine learning
models able to classify individuals most likely to be diagnosed with ADHD or to demonstrate
specific ADHD symptoms, which can indicate targets for intervention and greatly streamline
clinical workload.
Although not technically a computer vision approach, Lis et al. (2010) demonstrated that
infrared motion-tracking could be used to identify higher levels of motor activity in adults with
ADHD than those without. This objective measure of motor activity using a novel technological
approach was not extended to serve as a diagnostic but helps to understand more about the role of
hyperactivity in motor performance, particularly for adults with ADHD.
assist in delivering sensory integration therapy (Chou et al., 2015; Bucci et al., 2014). CARBO
is a socially assistive robot with a form factor that encourages users to rub or pet its surface. The
convex shell has 67 tactile sensors and LEDs to provide visual feedback to children. The sensors
and actuators allow the creation of interactive games at CARBO, such as ColorMe. ColorMe aims
for children to get a tactile response from CARBO (Krichmar and Chou, 2018). To win the game,
children need to rub the shell in a single direction at a constant speed. During this time, CARBO
gives auditory and motion feedback to the children. A deployment study was conducted with 19
children: 5 were diagnosed with ADHD, 13 had diagnoses of ADHD along with other disorders
such as depression or anxiety, and 1 was diagnosed with autism. Children played ColorMe using
CARBO, and all the tactile interactions were recorded and analyzed. Results showed that children
with only ADHD attempted to complete higher levels but had more errors and erratic movements.
Children with autism achieved lower levels and performed more slowly and smoothly. Children
with anxiety demonstrated more incorrect movements than others. These results indicate that
CARBO was sensitive to individual differences in behavior and the investigators anticipated that it
had the potential to provide potentially useful diagnostic information (Krichmar and Chou, 2018).
The results point to the potential for future research in robotics to help detect and address clinical
needs in individuals with ADHD.
Figure 3.1: CARBO on the left with children and on the right up close and illuminated. Images cour-
tesy of Jeffrey Krichmar.
one of the core features within ADHD combined subtype as clinically understood for years prior
(Wood et al., 2009). A wide variety of wearable sensor projects are focused on using a combination
of acceleration and velocity sensors to measure, describe, assess, and diagnose ADHD. In this sec-
tion, we describe those projects as well as those using a broader range of sensors.
Kam et al. (2010) analyzed data from actigraphs, small devices that record activity levels by
sensing physical movement, on the non-dominant wrists of 142 school-children (10 with ADHD)
for only 3 hours and used decision-tree algorithms to build 2 binary models (ADHD vs. Control)
using 2 sets of characteristics: (1) for the whole class and (2) just for the middle 14 minutes of the
class, respectively. They used decision-tree algorithms to check for accuracy (99.3% with 1 model
and 98.59% with the other), sensitivity (100% and 98.5%, respectively), and specificity (99.2% and
98.5%, respectively) in ADHD diagnoses. These findings indicate that a relatively short duration
of fitness tracker or smartwatch wearing can be sufficient in most cases to detect ADHD and cer-
tainly that such an approach can be used as a reliable screener. This work builds on other actigraphy
studies of children with ADHD that demonstrated discrimination between populations of children
with and without ADHD via wearable data is reliable (Porrino et al., 1983; Halperin et al., 1993).
More recently, in a study of 148 children (73 diagnosed with ADHD) wearable data resulted in
97.62% average sensitivity and 99.5% specificity using dominant hand actigraphs for 24 hours and
convolutional neural networks for analysis (Amado-Caballero et al., 2020). Open questions in this
space remain. Although researchers have attempted to identify ADHD sub-types using actigraphy
(Dabkowska, Pracka, and Pracki, 2007), they have not yet been able to find differences between
ADHD subtypes with movement data alone.
Using a more intensive approach, Muñoz-Organero et al. (2018) tested accelerometers, sen-
sors for measuring acceleration and movement, on the dominant wrist and non-dominant ankle of
22 children (11 with ADHD, 6 of whom were also medicated) during school hours. They converted
the sensor data into 2D acceleration images and trained a Convolutional Neural Network (CNN)
to recognize the differences between non-medicated ADHD children and their paired controls.
There were statistically significant differences in the way children with ADHD and those without
moved for the wrist accelerometer (t-test p-value <0.05), but only between non-medicated children
with ADHD and children without ADHD for the ankle accelerometer. This preliminary work
indicates that such an approach might provide automated detection of ADHD with an accuracy
of between 87.5% and 93.75%, high enough for a screener but not sufficient to indicate a truly
diagnostic tool. After this study, Muños-Organero et al. (2019) used a Recurrent Neural Network
(RNN) to improve their previous results, improving their screening tool in the process.
What is curious about these results is that a more intense period of data tracking than in
Kam et al.’s work produced weaker results. As researchers move to solidify these results, and clini-
cians and educators move to put them into practice, tools must be tested with larger populations,
and datasets should be open, combined, and compared.
3.2 COMPUTATIONAL DIAGNOSTIC AND ASSESSMENT APPROACHES 31
Some researchers have gone beyond the use of accelerometry to include other sensor mea-
sures. For example, O’Mahony et al. (2014) used both accelerometers and gyroscopes, which
together make inertial measurement units (IMUs), in a proof-of-concept study with 43 children,
24 with an ADHD diagnosis. They used a support vector machine learning approach, testing two
algorithms: one with a linear kernel and one with a Gaussian kernel. The authors found that the
Gaussian may have overfitted, and their general approach (i.e., the linear SVM) produced accuracy
of 95.12%, sensitivity of 94.44%, and specificity of 95.65%, suggesting inertial sensors may be use-
ful for diagnosing ADHD. In another IMU-based study, Ricci et al. (2019) measured linear and
rotational movements of 37 school children, 17 with ADHD, finding similar rates of diagnosis
with slightly different configurations of sensors. Kaneko, Yamashita, and Iramina (2016) also used
acceleration and angular velocity sensors, this time on the backs of each hand and on the arm near
the elbow. In a test of 33 children and 25 adults doing both an imitative motor task and a maximal
effort task with one hand over 10 seconds, the researchers were able to quantifiably observe the
expected development in pronation and supination based on age but could not distinguish between
ADHD and typically developing individuals. The WEDA system, tested with 160 children ages
7–12, half with ADHD, attempted to discriminate between challenges in inattention from those
related to hyperactivity and impulsivity, finding that the tasks cover all symptoms but perform bet-
ter related to inattention ( Jiang et al 2020). The scores of the overall tests discriminating between
ADHD and typically developing children were highly sensitive and specific, but the system requires
the child to wear 6 motion sensors (on the head, both hands, both feet, and the waist) while con-
ducting 10 specific tasks, a setup that is unlikely to be used widely outside of research settings or
specialized clinics.
Figure 3.2: WeDA system including a touchscreen, 3D-printed physical devices, and motion sensors.
Image from Jiang et al. (2020), used with permission.
32 3. COMPUTATIONALLY SUPPORTED DIAGNOSIS AND ASSESSMENT
Electro Interstitial Scan (EIS) is a galvanic skin response device that measures the concen-
tration of free chloride ions in the interstitial fluid, the morphology of the interstitial fluid, and
electrical stimulation (Maarek, 2012). Chua et al. (2019) sought to use this technology to augment
other diagnostic work with children with ADHD. They collected EIS data from 182 Malaysian
school children (58 with ADHD), finding that the system detected significant differences between
the two groups. These results show promise as a complement to traditional diagnostic measures but
have not been tested prospectively.
Moving to directly sensing the brain, in 2011, the ADHD-200 Global Competition was held
to identify biomarkers of individuals with ADHD using resting-state functional magnetic reso-
nance imaging (rs-fMRI) and structural MRI (s-MRI) from 973 individuals (Milham et al., 2012).
Then, the Neuro Bureau prospectively collaborated with the competitors to preprocess the data and
share their results at the Neuroimaging Informatics Tools and Resources Clearinghouse (NITRC)
(http://www.nitrc.org/frs/?group_id=383). The repository was released and can be downloaded from
NITRC without data usage agreement, but user registration is needed for non-commercial research
purposes. From that time until now, several computer-based approaches have been explored, trying
to identify either biological markers or patterns using the fMRI Benchmark. Eloyan et al. (2012)
accomplish the best performance metric among the participants of the completion, but although
it was the best, there is still necessary to develop efficient algorithms that can distinguish ADHD
vs. neurotypicals. In the last five years, a variety of machine learning approaches have been used to
classify MRI/fMRI/sMRI data from ADHD (Biswas et al., 2020). Machine learning fits well into
behavioral science approaches as at its core, machine learning is about finding patterns in large-scale
datasets, something quantitative behavioral scientists already use statistical methods to do. Machine
learning, powered by extensive computational power, takes these methods to the next level. Once
patterns are found, they can be used for a variety of diagnostic or intervention approaches.
Machine-learning approaches that have been used for ADHD imaging include support
vector machines (SVM) (e.g., Sen et al., 2018; Riaz et al., 2018; Tan et al., 2017; Ghiassian et
al., 2016; Rangarajan et al., 2014), Convolutional Neural Network (3D-CCN) (e.g., Zou et al.,
2017; Ariyarathne et al., 2020; Wang et al., 2019), Extreme Learning Machine (ELM) (e.g., Peng
et al., 2013; Sachnev, 2015), Deep Belief Networks (DBN) (e.g., Kuang and He, 2014), k-Near-
est-Neighbor (Eslami et al., 2018), and multiple linear regressions (Miao et al., 2019). While these
approaches are outside of the scope of this review, machine learning advances continue to provide
new possibilities and should be monitored closely.
Important to consider for the future is the issue of comparing these approaches and actually
determining what might work best, a stable of clinical and translational science outside of the
broad areas of information technology. The style of computing articles, however, and the limited
requirements and interest in shared datasets, make such comparisons extraordinarily difficult. For
example, although these methods may use the same database, and even some of them the same
3.2 COMPUTATIONAL DIAGNOSTIC AND ASSESSMENT APPROACHES 33
machine learning technique, the way they use the data (i.e., either the subset of data used or how
they partition the data to make the training and testing subgroups) makes it difficult to compare the
results. It is impossible, based on published material, to determine which is best, and it may not even
be possible with full replication was such replication possible with current approaches. Therefore,
in the future, to make a fair comparison the models could use the same performance estimation
method such as the same partition dataset method (e.g., k cross validation method) and same model
evaluation metrics. Funders and journal editors should make a point to address this reproducibility
crisis such that machine learning approaches can make safe, fair, and accurate advances alongside
pharmacological, physiological, and behavioral practices.
The analysis of brain source localization of the EEG signal of individuals with ADHD has
created new opportunities for the diagnosis and treatment of ADHD, starting more than 80 years
ago with Jasper et al. (1938) reporting a slowing of the EEG rhythms at front-central sensors.
This was one of the first indicators of a difference in the brain function of children described as
hyperactive and impulsive. Yet, there are still several methodological limitations from a clinical and
technological point of view (Cortese and Castellanos, 2012; Loo and Makeig., 2012).
Most of the research on the diagnosis of ADHD using EEG can be based on temporal,
spectral, and spatial features of the EEG signals. With the raw EEG data, the spectral components
can be obtained to compute the background state of brain activity. Alternatively, the EEG data can
be segmented around an event (Lenartowicz and Loo, 2014). Thus, the EEG data is a combination
of temporal, spectral special features that can be used individually or combined to assist diagnosis.
Several approaches are proposed based on EEG signal analysis in the literature for diagnosing
ADHD using machine learning approaches (e.g., Tenev et al., 2014; Muller et al., 2010), including
neural networks (Mohammadi et al., 2016), nonlinear analysis (Khoshnoud et al., 2018; Boroujeni
et al., 2019; Khoshnoud et al., 2015), decision support algorithms (Abibullaev and An, 2012), and
autoregressive models (e.g., Marcano et al., 2016). As with the approaches for MRI/fMRI/sMRI
data, these particular algorithms are outside of the scope of this review but should be followed and
integrated into clinical practice as possible. And as with the machine learning challenges described
above, replication and meta-analyses are likewise impossibly with existing analysis and publication
policies and norms.
Taken together, this research shows a substantial and growing interest in studying the brain
activity of people with ADHD. Unfortunately, brain activity is exceptionally complex, and to date
there is no conclusive diagnostic tool based on brain activity analysis.
34 3. COMPUTATIONALLY SUPPORTED DIAGNOSIS AND ASSESSMENT
Also promising is the notion of embedding assessment into the everyday lives of children and
adults with ADHD. By incorporating assessment tracking into things like daily work applications,
gaming, or unobtrusive sensors, we may be able to study the effects of a wide variety of contex-
tual and environmental triggers on ADHD, understand how ADHD evolves over a lifetime, and
provide feedback to people with ADHD who may then be empowered to evaluate which coping
strategies are working well for them, experiment with new interventions, and generally take more
control of their experiences.
37
CHAPTER 4
ADHD is characterized by difficulties in these cognitive abilities, although profiles for spe-
cific abilities may vary across individuals with ADHD. Generally, there has been a strong interest
in how to improve these cognitive skills—attention, working memory, inhibition, and cognitive
flexibility—using a variety of treatment methods. Some cognitive training programs have targeted
a specific ability (such as focusing and sustaining attention), while others have targeted multiple
abilities simultaneously (e.g., attention, working memory, inhibition). A large body of research has
examined how to improve these skills with different treatment approaches. We do not address
pharmaceutical treatments or other therapeutic programs here, as our focus is solely on approaches
that have applied technology in treatment.
A current systematic review of digital health interventions for individuals with ADHD
(Lakes et al., under review) identified more than 2,000 records that focused on ADHD treatment
delivered via a range of technologies [e.g., web-based intervention for teachers for students with
ADHD (Corkum et al., 2019); mobile devices (Davis et al., 2018); mixed-reality technology (Kim
et al., 2020)]; and reported research conducted with individuals with ADHD; among these, the
majority focused on cognitive training. These included 772 papers focused on cognitive training, in-
cluding attention and working memory (WM) training, and 239 records addressing neurofeedback.
Other less studied areas included serious games and virtual/augmented reality interventions. Given
the focus of this book, in this chapter, we emphasize interactive technologies in support of ADHD
and leave the reader to the systematic review for details outside that space.
Thus, although these products may be exciting and appealing, it is important to consider the current
evidence base, some of which we review in this section.
Rapport et al. (2013) conducted a review and meta-analysis of 25 programs designed to
train working memory, attention, and executive functions in children with ADHD. At the time,
they concluded that training, short-term memory appeared to produce a modest improvement in
short-term memory, but that training mixed executive functions or attention failed to significantly
improve those domains. Rapport et al. also pointed out that the positive effects of interventions did
not appear to generalize to real-life improvements in academic, behavioral, or cognitive functioning.
In other words, evidence for “far transfer effects” (e.g., a positive impact on a measure of function-
ing in real life versus performance on a trained task) was “nonsignificant or negligible.” As a result,
Rapport et al. concluded at the time that “Collectively, meta-analytic results indicate that claims
regarding the academic, behavioral, and cognitive benefits associated with extant cognitive training
programs are unsupported in ADHD” (p. 1237).
In the same year, Melby-Lervåg and Hulme (2013) reported results of a meta-analysis of
87 publications focused on working memory (WM) training and concluded, “working memory
training programs appear to produce short-term, specific training effects that do not generalize to
measures of ‘real-world’ cognitive skills.” Two years later, Cortese et al. (2015) published a review
and meta-analysis of 16 randomized, controlled trials examining cognitive training outcomes in
children with ADHD. These authors reported that there were significant improvements in total
ADHD symptoms, inattention, laboratory working memory tests, and parent ratings of executive
functions; however, they pointed out that when outcome measures were completed by blinded
raters, effects were weaker, suggesting potential expectancy effects. They, too, concluded that the ev-
idence “provided little support for cognitive training as a front-line ADHD treatment” (p. 171) but
stated that it may have a role as adjunctive treatment to treat certain neuropsychological impairments.
In the most up-to-date and extensive review of working memory training, Novick et al.
(2020) concluded:
“Unfortunately, the evidence now strongly, if not decisively, indicates that WM training does
not transfer to performance on nontrained tasks. The critics were right: WM training does not
lead to long-lasting generalizable improvements in cognitive functioning. We’re sure that this
conclusion will be disappointing to many readers of this book, as well as to the many individu-
als who have purchased commercial brain-training products. We’re sorry to offer such a gloomy
outlook on the state of the art, but sometimes science leads us where it leads us” (p. 542).
Thus, recent reports from systematic reviews and meta-analyses have produced broadly
consistent findings—the impact of cognitive training on ADHD symptoms and performance on
nontrained tasks appears to be minimal. Although improvements are usually noted in the trained
tasks (e.g., tasks involving computer testing of cognitive functions) and tasks similar to trained
40 4. ATTENTION AND OTHER COGNITIVE PROCESSES
tasks, there is a lack of compelling evidence indicating that these programs produce improvement
in cognitive functioning in other settings (school, work, home). Some researchers (e.g., Rapport et
al., 2013; Cortese et al., 2015) conceded that the evidence may be restricted due to methodological
limitations in the studies, but they and other clinical scientists have concluded that these products
cannot yet claim to be front-line treatments for ADHD.
However, research in this area continues to grow and is likely to continue to do so, using
both more advanced technological approaches to cognitive training as well as larger and more
rigorous clinical trials. In one of the most recent controlled trials, Kollins et al. (2020) randomized
348 children with ADHD to intervention (the STARS-ADHD digital intervention) or a digital
control condition. While they reported significant improvements on the primary outcome measure
(performance on a computerized test of attention), they reported no significant improvements
in ADHD symptoms or functional impairment; thus, their findings were consistent with prior
research, demonstrating that cognitive training programs may promote “near transfer” of training
effects (i.e., improvement in tasks similar to the trained tasks), but not “far transfer” (e.g., improve-
ments in clinical symptoms or school behaviors). However, given their rigorous trial design and
demonstrated impact on attention skills, this product, marketed as EndeavorRx, recently obtained
approval from the United States Food and Drug Administration (FDA) as a video game prescrip-
tion treatment for attention in children with ADHD (https://www.statnews.com/2020/06/15/
fda-akili-adhd-endeavorrx/). This work is likely to inspire future research to develop and study
such products. As brain-training approaches have not yet delivered compelling evidence of desired
improvements in ADHD symptoms in real-life settings, future work should examine how to gauge
the impact of training attention on real-life outcomes, which would clarify our understanding of
the potential clinical significance of this program and others like it.
have some demonstrated efficacy. Providing a concise review of the current state of this field, Arns
et al. (2020) summarized results of prior meta-analyses (Van Doren et al., 2019; Cortese et al.,
2016) as well as individual trials and concluded that neurofeedback training using “standard neuro-
feedback protocols” appears to yield positive and sustained effects on parent and teacher ratings of
ADHD symptoms. They concluded that neurofeedback protocols for the treatment of ADHD “can
be concluded to be a well-established treatment, or ‘efficacious and specific’ in line with the APA
guidelines” (p. 45). This was consistent with the conclusions of Enriquez-Geppert and colleagues
(2019) who described neurofeedback as “a viable treatment alternative.”
Emerging research has described the development of video games that incorporate some
form of neurofeedback. For example, in a pilot study, Blandon et al. (2016) described a videogame
customized for neurofeedback (Harvest Challenge) that was developed to use children’s measured
attention levels to control the videogame. Other neurofeedback videogame interventions have been
compared directly to computerized cognitive training programs that also include a video game
approach. In a pilot trial, Steiner et al. (2014a, 2014b) compared standard computerized attention
training to neurofeedback. In the neurofeedback condition, children (ages 7–11 years) wore a bike
helmet with embedded EEG sensors while playing a computer game involving flying an airplane.
They were told that when they concentrated, the airplane would ascend and that if they did not
concentrate, the airplane would descend. The standard computer attention training program (Brain-
Train) included attention and working memory modules. Outcome measures were administered
to parents, teachers, and children themselves. Children in both groups were compared to a wait-
list control group; when compared to the wait-list control group, children in the neurofeedback
group demonstrated improvements in parent-rated ADHD symptoms. No significant differences
for either group were detected using teacher reports. Children in the standard attention training
condition self-reported improvements in attention, suggesting that they perceived their attention
as improved following attention training. This result is interesting but should be interpreted with
caution given the potential for expectancy effects and the lack of corresponding evidence from other
raters (teachers, parents).
and a smartphone. A preliminary evaluation with 20 children, with and without ADHD, found
that although using multiple wearable sensors was uncomfortable for children, and sometimes the
notifications were unnoticed, monitoring physical and physiological activities in real time could
potentially assist them (Sonne et al., 2015).
As our lives are increasingly lived in hybrid virtual/digital and physical spaces, and entertain-
ment is increasingly related to gaming and media consumption, engagement with these as tools for
therapeutic effect will remain widely appealing. Likewise, people increasingly have high-powered
computation in their homes in the form of gaming systems, which are often more powerful than
the laptops or Chromebooks used for educational and work purposes. Leveraging these platforms
to extend therapies will be essential for greater access and higher engagement with interventions.
Although more nascent as areas, serious games, exergaming, and mobile applications are
being applied in this space, there is room for much more work in these areas as technologies im-
prove and become more accessible for individuals with ADHD. This work deserves further inquiry
given the potential to support cognition using tools that are readily available and accessible through
devices people already own. However, randomized trials with blinded assessments are needed to
carefully evaluate the efficacy of products. Much has been learned in the past decade about how
to conduct a controlled study of this nature; moving forward, these lessons should be applied in
study designs, with careful attention to the study of generalizable effects to demonstrate that im-
provements detected using study measures actually translate into meaningful clinical outcomes.
Engagement with gaming companies, or at the very least the opening of their platforms further to
researchers, would accelerate this kind of development.
45
CHAPTER 5
lation, such that any of us displays poorer self-regulation after an especially stressful day. This is
demonstrated in how adults may be terse or abrupt with family members after returning home
from a stressful day at work. Given their underlying difficulties with self-regulation, children with
ADHD may be more vulnerable to stress, pressure, and fatigue than their neurotypical peers, lead-
ing to poorer self-regulation and higher rates of aggressive behaviors and rule-breaking (Erhard
and Hinshaw, 1994; Hoza, 2007, 2005). Moreover, difficulties with emotion regulation coupled
with pervasive social challenges and daily stressors, can contribute to the development of comorbid
mood disorders. It has been estimated that up to 50% of children with ADHD exhibit depressive
and anxiety disorders (Gillberg et al., 2004; Elia et al., 2008), adversely impacting their education,
quality of life, healthcare, and wellness (Strine et al., 2006).
the therapy. Collectively, we use the term “social skills training” as a broad descriptor for programs
aiming to support the development of social and emotional skills.
Social skills training for children with ADHD tends to involve a variety of supports and
are frequently adapted and personalized by an individual teacher or social skills therapist or coach.
Thus, we do not provide extensive details of these approaches here. However, to help with under-
standing the potential landscape for technological design, we overview two popular approaches to
social skills training: role-playing and scripts. Role-playing typically involves defining the social
problem in enough detail to reenact or adapt it, acknowledging the negative feelings, discussing
alternate ways to respond, and finally practicing those alternate options by reenacting the negative
interaction. You do not have to have experienced a situation to practice social skills, however, and
so another popular approach involves generating and practicing scripts. In this case, rather than
reenact a negative experience, a person or a group might imagine a potential social situation. In
response to this imagined scenario, the group would then discuss potential approaches and likely
outcomes, sometimes going so far as to physically write a social script in response to the potential
scenario, such as in a collaborative classroom (Heemskerk et al., 2011). All people have sets of social
scripts ready at hand, and making them explicit is a way to simplify and make clear these scripts
for people with ADHD (Bye and Jussim, 1993) who might otherwise struggle to respond in the
moment (Bickett and Milch, 1987; Hubbard and Newcomb, 1991). Such scripts can be generated
using computationally-enhanced tools (Boujarwah et al., 2011), and other technological approaches
to social skills training have also been examined, as detailed in the following section.
2008) as conceptual models, the game teaches time management, planning and organizing, and
prosocial skills and can be played at home independently by children. The player takes on the role of
a space captain, gathering rare minerals throughout the universe for an interplanetary organization.
Individual assignments within the missions ask children to solve problems that specifically engage
the issues that are the subject of the intervention (time management, planning and organizing,
and social skills). The game included a social community in which children could interact with one
another. The game dynamic consists of three minigames: a labyrinth to learn how to manage time;
Explorobot, to learn planning; and space travel trainer, to learn to help their team and to develop
prosocial behavior. Bul et al. (2016) conducted a 20-week randomized controlled trial (RCT) with
182 children (ages 8–10 years) with ADHD from 4 mental health care clinics. The experimental
group played with the serious game and continued treatment as usual for 10 weeks. After that, the
experimental group continued with just treatment for another ten weeks. The control group re-
ceived the same, but in reverse: first treatment as usual, and then treatment as usual with the serious
game. The serious game (“Plan-It Commander”) was played for up to 65 minutes per day up to 3
times per week. Parents and teachers reported improvement in social skills surrounding gameplay
but planning and organizing skills were not significant between groups at either time period. The
authors note that future work should include more cooperative gameplay to improve social benefits
(Bul et al., 2016, 2018). Cooperative gameplay has been shown to have positive effects on social
skills for children with autism (e.g., Boyd et al., 2015; Piper et al., 2006). However, no similar stud-
ies were found for children with ADHD.
Research examining the benefit of serious games, such Plan-It Commander, suggests that
children with ADHD can learn and practice social skills in a virtual environment and that they can
be empowered to practice those skills with their peers using technological tools. On the one hand,
virtual environments create an immersive system where researchers or therapists can personalize
stimuli and facilitate interaction between children. On the other hand, tools that facilitate face-to-
face interactions may provide more ecological validity for developing certain social skills, but these
face-to-face interactions can cause anxiety in some children with ADHD and may be more difficult
to control. This trade-off between virtual socialization and face-to-face social engagement should
be explored further. Specifically, more research is needed to understand how skills developed in a
virtual environment can be transferred to support face-to-face social interactions.
In contrast to intervening in a virtual environment, other researchers have explored how to
support face-to-face social interactions, such as engagement with a therapist and participation in
therapy, using technology-based solutions. One therapy that has targeted socio-communicative
behaviors for children with neurodevelopmental disorders, including children with ADHD, is
music therapy (Crowe and Rio, 2004). In order to improve interactions between children and a
therapist and to increase attention during music therapy sessions, Lobo et al. (2019) co-designed
with therapists CHIMELIGHT, an Internet of Things (IoT) music therapy tool. CHIME-
5.3 TECHNOLOGIES FOR SUPPORTING SOCIAL AND EMOTIONAL DEVELOPMENT 49
LIGHT was designed to be used by children and their therapists during a hand chime activity.
Each device contained a microcontroller, Bluetooth, RGB LEDs, accelerometer, gyroscope, and
magnetometer. CHIMELIGHT monitors performance and provides visual rewards (e.g., static
blue light when the child is still and a filling yellow light when the child performs a hand chime
movement successfully). Therapists can add other feedback through a mobile app as well as ana-
lyze assessment data. A case series study, using an ABBAAB design, was conducted to evaluate
CHIMELIGHT. Three children with ADHD took music therapy sessions for six months using
CHIMELIGHT with and without feedback. Quantitative results and observations indicated
that when the device delivered visual feedback, children were more engaged (e.g., looked at the
chime) and exhibited fewer negative behaviors (e.g., looking away, non-imitative behaviors). This
preliminary yet promising research suggests that changes in socio-communicative behaviors, such
as synchronized musical play and looking at the therapist, were changed by augmenting music
therapy with technological-tools. Future work should look to scale such evaluation as well as to
understand whether and how such indicators of engagement with the other people in the musical
session translate to engagement in the social world or make such engagements less challenging
and/or more pleasant for people with ADHD.
Face-to-face approaches to improving social skills have also incorporated robots. Research-
ers in the human-robot interaction space have explored how robots may help facilitate social and
cognitive development for children with ADHD. For example, Lehmann et al. (2011) compared
the effectiveness of a humanoid social robot against a mobile robotic platform in supporting social
interaction through play scenarios. The humanoid robot, named Kaspar (Kinesics And Synchroni-
zation in Personal Assistant Robotics), was developed by the Adaptive Systems Research Group,
University of Hertfordshire (Dautenhahn et al., 2009), predominantly for children with autism.
Kaspar is a minimally expressive child-sized humanoid robot explicitly designed to promote com-
munication and social skills in children with special needs such as autism and ADHD. Kaspar has
a nose, eyes, and moth and can move the head, arms, and face while interacting with people. Kas-
par’s face is a mask used in CPR training with eyes that open and close and some minimal ability
to express emotions, including tilting of the head, smiling, and lowering lips to portray a sad face.
Kapsar has tactive sensing capabilities built into its cheeks, torso, arms, back, palsm of the hands,
and soles of the feet. These sensing capabilities allow Kapsar to appear to respond to a child’s touch,
which can be used to encourage or discourage particular behaviors. Children do not report being
unnerved by KASPAR’s humanoid appearance.
50 5. SOCIAL AND EMOTIONAL DEVELOPMENT
Figure 5.1: A pair of Kaspars, child-like robots from the University of Hertfordshire, plays with a
child during an imitation game. Image courtesy of Ben Robbins.
IROMEC (Marti et al., 2009; Marti, 2010) is a robotic platform developed as a social me-
diator for children with special needs. IROMEC has many tangible components that modify the
appearance and behavior of the robot. The robot can move in space autonomously and is remotely
controlled. It has a digital screen that displays graphical interface elements, like facial expressions.
A within-subjects study was conducted with ten children (nine boys) with neurodevelopmental
disorders, including ADHD. Children interacted with KASPAR or IROMEC in individual ses-
sions. Each session consisted of introducing the robot, followed by interaction scenarios, and ending
with time to say goodbye. Each session lasted 20 minutes. Children participated in three scenarios
during each session. These scenarios aimed to support cause and effect, imitation, and turn-taking.
For example, in the turn taking scenario, children seek to understand cause and effect through
engagement with the robot.
5.3 TECHNOLOGIES FOR SUPPORTING SOCIAL AND EMOTIONAL DEVELOPMENT 51
E
F
A
C
B
A. Mask
B. Luminescent Fabric
C. Lateral Add-On
D. Buttons
E. Pressure-Sensitive Textile
F. Interactive Fur
Figure 5.2: The IROMEC Robot; this nonhumanoid robot has a face displayed on its “head,” which
is a screen positioned to one side. In the image on the right, the authors describe the components, in-
cluding a mask, luminescent fabric, buttons, pressure sensate textiles, and interactive fur. Images cour-
tesy of Patrizia Marti.
In a study of children with autism using both robots, results indicated that imitation was
better supported with Kasper (the humanoid robot), as children were more willing to imitate the
robot’s movements (Iacono et al., 2011). However, this type of comparison has not been conducted
with children with ADHD.
Collectively, this research shows that technological interventions have the potential to sup-
port social skills interventions for children with ADHD, by providing opportunities to practice
behaviors and receive feedback in a safe environment. Technologically supported environments
have the potential, although are not guaranteed to provide such safe environments. For example,
for children who face barriers in access to traditional therapies, at home therapies enabled by
games, robotics, and so on can provide an important resource. Virtual simulations and serious
games can provide social engagement and skill building without any physical interaction. Robots
can provide some physical engagement, especially in cases in which therapists individualize the
robot-supported intervention by controlling stimuli and feedback. VR systems, particularly those
that do not require a full room, may be more readily accessible and affordable to families than
robots, but both should be explored in larger studies, given the likelihood of the technology to
become more affordable and consumer grade over time. At the same time, as the move to fully
remote engagement during the COVID-19 pandemic has reminded us, homes are not always the
safest place for children. Some children, especially those with ADHD, are at greater risk for abuse
in the home (Brisco-Smith and Hinshaw, 2006) and reliance on parents to implement or supervise
52 5. SOCIAL AND EMOTIONAL DEVELOPMENT
home-based therapies may increase the already-high burden on parents who are facing substantial
challenges associated with work, parenting, and other responsibilities. Thus, technological supports
for monitoring child safety and minimizing parent burden should also be considered, and any
solutions that remove outside engagement from teachers, therapists, and social workers in their
entirety should be examined skeptically.
all) to 5 (very much). Both parents and girls rated their emotions on the phone. The study illustrated
how mobile applications provide a feasible method of monitoring emotions in individuals with
ADHD, and the significant correlation between child and parent scores provided some evidence for
the validity of self-reported emotion in youth with ADHD (Babinsky and Welkie, 2019).
Web-based coaching also has been used to promote emotion regulation among individuals
with ADHD. Coaching can provide effective strategies to help individuals respond to problems
and regulate emotions in everyday life in an accessible and acceptable manner (Goldstein, 2005;
Murphy et al., 2010; Parker and Boutelle, 2009). Researchers took a user-centered design approach
to develop a web-based chat intervention called SalutChat (Sehlin et al., 2018). Adolescents and
young adults with ADHD and/or autism and their parents were invited to design SalutChat to
connect with psychologists and therapists as coaches. During a six-month pilot study with ten
adolescents and young adults with autism and/or ADHD (15–26 years old), participants reported
improvements in self-esteem and perceptions of quality of life. These findings suggested that
web-based coaching may be a useful complement to other interventions for people with ADHD
(Wentz et al., 2012). Moreover, caregivers’ burdens decreased when the adolescents were using the
web-based intervention (Söderqvist et al., 2017), an important consideration in any intervention
aimed at helping youth with ADHD. Finally, after the conclusion of the pilot study, a qualitative
follow-up study was conducted to examine the overall experience of adolescents using SalutChat.
Results supported prior findings, indicating that web-based interventions could play a useful role
in supporting adolescents and young adults with ADHD and autism. Although not a replacement
for face-to-face therapies and other treatments, this approach could be a promising complement or
alternative to other support and treatment options (Sehlin et al., 2018).
Technological tools to support emotion regulation for youth and adults with ADHD have
the potential to have a meaningful impact on their quality of life and outcomes in a number of
domains. These tools can help individuals monitor and evaluate their emotional states and prompt
them to engage in behaviors that will help move them into more positive emotional states. As
illustrated above, this could be accomplished using mobile applications as well as web-based coach-
ing and support. In our work, we are exploring how smartwatches can be used as tools to support
emotion regulation in children and adolsecents with ADHD (Cibrian et al., 2020a). These mobile
applications have the advantage of being readily accessible as well as being delivered through de-
vices individuals already own and interact with on a daily basis. Given the growing technologies
that enable researchers to collect a variety of contextual data in an individual’s life using wearable
devices (e.g., sleep patterns, physical activity patterns, noise in the environment), our future research
aims to explore how this data could be used to predict potential situations that might deplete
self-regulation such that an application could pre-emptively deliver interventions (e.g., prompts to
engage in self-regulatory behaviors).
54 5. SOCIAL AND EMOTIONAL DEVELOPMENT
CHAPTER 6
monly school-aged children. To support children who struggle with self-regulation, caregivers
(e.g., parents, teachers) often use motivational or emotional scaffolding. Motivational scaffolding
involves the caregivers’ efforts to initiate and sustain children’s enthusiasm for a task, using praise
and encouragement, redirection of the child’s attention, or restarting the task (Gulsrud, Jahromi,
and Kasari, 2010) [i.e., co-regulation (Ting and Weiss, 2017)]. When caregivers use co-regulation
strategies successfully, children with ADHD are better able to reduce problematic behaviors and
increase successful behaviors; these successes can lead to the development of greater feelings of
personal self-efficacy and confidence and also may improve parent-child interactions (Danforth
et al., 2006; Gisladottir and Svavarsdottir, 2017; Loren et al., 2015). Therefore, some technologic
interventions have focused on supporting parents by teaching them behavioral intervention and
co-regulation strategies.
To support behavior management and self-regulation skills for children with ADHD and
their caregivers, researchers have explored the use of web and mobile-based interventions to pro-
vide training and support. Research has examined mobile technology to support tracking children’s
behaviors and strategic prompting. Serious games and robot-based technologies have delivered
behavioral therapy, and sensor devices and EEG have been used to support bio- and neurofeedback
training with promising clinical results. Technologies have been tested in laboratory, home, and
school settings.
In this chapter, we overview the technological applications designed, developed, and tested to
support behavior management for individuals with ADHD, behavioral therapies, and the develop-
ment of self- and co-regulation skills (self-regulation of emotions is discussed in Chapter 5). In the
following sections, we explain these different approaches, providing examples from recent literature.
included 8 undergraduate students and graduate students. The research indicated that it was feasi-
ble to use persuasive games to promote understanding of ADHD behaviors among caregivers and
friends of individuals with ADHD. Approaches such as these are novel approaches to increasing
empathy toward and understanding of individuals with ADHD, which could ultimately improve
the life experiences of those living with ADHD; however, more work is needed both to study and
disseminate such tools.
However, creating empathy and awareness alone is not enough, especially for caregivers who
want to promote self-regulation and improve behaviors in their children. Although treatment to
improve behaviors and self-regulation is highly recommended, fewer than half of families receive
this type of support, largely because face-to-face therapy can be perceived as expensive, inaccessible,
or unengaging (Chacko et al., 2016; McEwan et al., 2015; Kern et al., 2007). To address some of
these barriers to treatment, researchers have explored how to used web-based technology to support
parent behavioral training (Dupaul et al., 2018; Breider et al., 2019; Olthuis et al., 2018; Ryan et
al., 2015). For example, DuPaul et al. (2018) conducted a randomized controlled trial comparing
face to face behavioral training with online behavioral training. All families received ten sessions
of parental behavioral training. Both interventions had high attendance and improved the parent’s
knowledge of behavioral training, suggesting that web-based interventions can produce similar
clinical outcomes when compared to in-person interventions. This result is particularly reassuring
given the recent and sudden shift to telehealth treatment in response to COVID-19 pandemic
control measures. In early 2020, many mental health providers across the world (including one of
this books’ authors) rapidly transitioned from in-person therapies to telehealth therapies relying on
the support of a handful of video-conferencing web-based platforms. We anticipate that reports
examining telehealth treatment experiences and outcomes will increase rapidly in the next few years
as a result of this recent shift and hope that they will advance telehealth research and treatment.
Researchers and clinicians have long viewed telehealth as a promising means by which to reduce
barriers in access to treatment (e.g., geographic distance from providers, time constraints), but
barriers associated with health insurer reimbursement and other administrative factors had stifled
the growth of telehealth in spite of rapid growth in technological capabilities. Anectodal reports in
2020 have indicated that patients and families view telehealth as convenient and effective, with pa-
tients (including many in our clinics) and providers indicating that they would like to see increased
use of telehealth in the post-pandemic era.
In the last decade, technology research has shifted its focus from delivery of intervention
through personal computers to mobile devices. Mobile devices have added benefits due to porta-
bility as well as embedded sensors that allow for tracking behaviors and physiological data. Mobile
devices have added flexibility as they can be used for web- or app-based telehealth delivery as de-
scribed above, but also can be used to support treatment throughout the day, outside of traditional
appointments with providers. Mobile technologies may increasingly allow us to provide person-
58 6. BEHAVIOR MANAGEMENT AND SELF-REGULATION
alized intervention to children and their caregivers, delivering prompts in response to particular
individual indicators that intervention is needed. Among parents, mobile intervention provided in
tandem with wearables has shown the potential to reduce parental stress and increase adherence to
therapy (Pina et al., 2014). For example, ParentGuardian involved a system consisting of a mobile
phone, a peripheral display, and an electro-dermal wrist sensor that together gathered information
about parental stress and provided strategies to support behavioral improvements in children. A
two-week deployment study demonstrated that in situ cues can remind parents to implement
strategies in the moments when they are most needed, but automatically detecting stress using
the wrist band was still a work progress at that time as it is now. This particular area, while largely
unexplored to date, holds particular promise as technologies continue to improve, increasing the
potential impact of such tools.
found that both students improved their on-task behavior, suggesting that self-reflection using
prompting may increase awareness of one’s behaviors.
However, for younger children, rating one’s behavior may be more difficult, and self-moni-
toring may need to be learned in order to accurately assess one’s behavior. For example, Schuck et
al. (2016) develop the iSelfControl app, an iPad application, where every 30 minutes students with
ADHD and their teachers were prompted to rate children’s on-task behaviors. Twelve children
(ages 9–11 years old) and one teacher participated in the study in a school setting. For 13 days, both
students and teachers rated behaviors, including following directions, adhering to classroom rules,
staying on task, and getting along with peers. Results indicated that students initially demonstrated
a weak self-awareness (based on comparison of their self-ratings to ratings of their behavior pro-
vided by their teacher) that gradually improved over time, suggesting that self-monitoring can be
learned and can improve with the use of technological supports.
In primary school, in addition to learning to regulate their behaviors, children learn im-
portant social skills, like collaboration, empathy, and awareness of others, which can be essential
to long-term success in education, social interactions, and other key domains of daily life. Thus, to
engage these collaborative skills, particularly, Matic et al. (2014) developed and evaluated the use
of a shared classroom display in a school that was already using an intense individualized behavior
management program. Each child’s individual behaviors contributed to a portion of the shared dis-
play, with a rewarding image being shown at the end of the day in classrooms in which all children
succeeded in their behavior management goals for the day. In a study with 28 students with ADHD
(8–12 years) across multiple classrooms in the same school, students’ behaviors improved during
the intervention phase, but perhaps more importantly, students also began to support one another,
encouraging each other to do better and congratulating each other on successes.
Figure 6.1: Paper prototypes resulting from the co-design work in Cibrian et al. (2020a). On the left,
the smartwatch format used to engage the children with ADHD in design activities is shown. On the
right are examples of the ways in which the children imagined what their interfaces might say to sup-
port them in social interactions (Daily Goal: Help a friend), social well-being, and health (Challenge:
Be nice, Call Bro, Run for 20 minutes), and physical activities (walk, run, bike).
60 6. BEHAVIOR MANAGEMENT AND SELF-REGULATION
More recent research has explored how smartwatches can be used to support behavioral
therapies. Cibrian et al. (2020a) described design guidelines to develop self-regulation applications
for smartwatches. They asserted that using a hybrid approach to promote self- and co-regulation
using a smartwatch for children and a paired smartphone application for parents may be an espe-
cially promising approach to supporting behavioral intervention in the home. They highlighted the
advantages of smartwatches, such as their automatic tracking of behaviors, ability to deliver timely
prompts, and the potential to deliver intervention discretely, using a mainstream device to avoid
stigma among children and adolescents.
Some research has explored how to detect hyperactive behaviors in children with ADHD
automatically with the aim of delivering timely prompts. For example, Shih (2011) and Shih et al.
(2011, 2014) explored the use of input devices such as mouse and Nintendo Wii remote to detect
high-performance limb action to trigger prompting to the student when standing up arbitrarily
during class (a particular hyperactive behavior observed in children with ADHD). Three studies,
one with a mouse and two with the Nintendo Wii remote, showed that these input devices are
able to infer posture, and participants were able to maintain a static limb posture during the inter-
ventions. Overall, these research studies suggested that it is possible to infer behaviors of children
in order to help them to be more regulated. However, in practice, approaches to helping children
regulate hyperactivity should be balanced with accomodations that allow children to move when
necessary, for example, by allowing frequent activity breaks.
In summary, technologies can be used to promote self-regulation by increasing self-mon-
itoring (by tracking behaviors and providing a visual representation of behaviors), by supporting
self-evaluation or self-reflection (by prompting individuals to consider whether or not their be-
havior is appropriate for the situation), and self-correction (by delivering prompts and/or specific
strategies to promote positive behavior change).
mental health support necessitate an approach that scales and technology-augmented therapy has
that potential. For example, Clark-Turner and Begum (2017) explored how to use reinforcement
learning to train a Nao-robot to deliver behavioral interventions for children with ADHD. Al-
though it was not empirically validated for use with children, the robot was successfully trained
using a model-free reinforcement learning algorithm (Q-learning) to create an intelligent model
to teach the social greeting steps (greeting command, prompt, and reward). A pilot study was
conducted with 11 students without ADHD to measure the success of the model when delivering
positive or negative prompts, given the greeting command. The accuracy of the model was 83.3%,
which indicates some potential for robot-led therapy that includes behavioral prompting.
Virtual environments also have been explored as tools to deliver therapy for individuals with
ADHD, by focusing on behaviors perceived to be negative or counterproductive by others, such as
impulsivity, and transforming them into positive behaviors, such as careful reasoned choices. For
example, Weerdmeester et al. (2016) compared an exergame called Dragon to the exergame ver-
sion of Angry Birds, examining the impact on teacher-rated ADHD symptoms. Dragon allowed
children to embody a small dragon to save its world through three levels: (1) “the forest,” focusing
mostly on attention and impulsivity; (2) “the water tower,” focusing on hyperactivity; and (3) “the
cave,” addressing impulsivity and motor skills. The game provided positive auditory feedback (e.g.,
“You’re doing great!”) for both successes and failures. After six 15-minute gameplay sessions, in a
study with 73 children (ages 6–13 years) with symptoms or diagnosis of ADHD, children who
played Dragon exhibited a marginally greater improvement in terms of teacher-reported ADHD
symptoms, such as impulsivity, than those who played Angry Birds.
Perhaps surprisingly or even counterintuitively, videogames also have been used to address
videogame addiction1 through the “positive” use of technology. For example, in a demonstration
study, Ruiz-Manrique et al. (2014) developed the Tajima Cognitive Method (TCM) as part of
a mobile/tablet application with exercises to train attention, memory, calculation, visual-motor
coordination, and perceptual reasoning. TCM is a cognitive training method that was designed to
enhance working memory, reasoning, and attention. The application, called “ADHD Trained,” was
used to treat a 10-year-old boy’s videogame addiction in tandem with pharmacological intervention.
This study results suggested that videogames could, at least in this case, increase the motivation of
children during therapy and reduce the behaviors perceived around their videogame use perceived
to be negative by parents, friends, and providers, such as perseveration on the game, hyperactivity,
and feelings of restlessness or irritability. As this was a single case study, far more work in this area
is needed to establish this approach as valid and clinically useful.
1
Videogame addiction, and the larger category of media addiction, are highly contested constructs at the time of
writing with some scholars, clinicians, and parents certain of its threat to child development and others certain
that no such addiction can exist. We make no comment as to the reality of media addiction specifically in this
work but note that scientific evidence has largely debunked many claims of risks of media use that fall short of
addiction in recent years (Odgers and Jensen, 2020; Stiglic and Viner, 2019).
62 6. BEHAVIOR MANAGEMENT AND SELF-REGULATION
a reduction in state-anxiety, but improvements in classrooms behaviors were only noted for half of
the participants. Given the size and preliminary nature of the study, additional investigation with a
larger sample size seems warranted and necessary.
Figure 6.2: One of the study authors, Mads Jensen, playing the Chill-Fish game from the Chillfish
commercial site, http://www.chillfish.dk/ where the authors include instructions for building your own
among other useful resources. Image courtesy of Mads Jensen.
On the other hand, neurofeedback training to support the self-regulation of brain activity
for individuals with ADHD has been widely used and is considered a non-invasive approach to
reducing ADHD symptoms (Arns et al., 2015; Steffert and Steffert, 2010; Marzbani, Marateb, and
Mansourian, 2016; Rossiter and La Vaque, 1995; Linden, Habib, and Radokevic, 1996; Maurizio et
al., 2014). It has been the subject of several meta-reviews (e.g., Sonuga-Barke et al., 2013; Cortese
et al., 2016; Loo and Makeig, 2012; Lofthouse et al., 2012; Arns et al., 2009; Micoulaud-Franchi
et al., 2014; Bussalb et al., 2019), and we addressed this work earlier in the book in a chapter on
cognition (Chapter 4).
Learning how to control biological signals is challenging, but there is some evidence that
technological interventions may help improve our ability to control our behaviors and minds.
Although there is much research on neurofeedback, other types of biofeedback have not been as
widely explored. Given that current technology can track physiological signals more easily than
technologies available in the prior decade (e.g., smartwatches can sense heart rate and provide
64 6. BEHAVIOR MANAGEMENT AND SELF-REGULATION
breathing training), there are ample opportunities to develop and study new intervention ap-
proaches. Indeed, although not the subject of our book, biofeedback has been considered for a
variety of other health concerns, such as asthma (Lehrer et al., 2004), constipation (Heymen et al.,
2003), headaches (Bunzynski et al., 1973), and psychiatric conditions (Glueck and Stroebel, 1975).
CHAPTER 7
ensure free public education rather than national law; in the UK, a specific law nationally governs
special education and identification processes; and in China, a law governs special education, but
services are not always provided and diagnostics are mixed (Agrawal et al., 2019).
Regardless of the nation in which services and education are provided, perceptions of indi-
vidualized support or intervention as impractical or time-consuming can be barriers to implemen-
tation (e.g., Harlacher et al., 2006). Additional barriers include variability in teachers’ understanding
of ADHD-related challenges and insufficient training in how to implement effective interventions
to address difficulties (e.g., Pavri, 2004). These and other instructional barriers could be addressed
in part using technologies designed to implement evidence-based school intervention strategies.
While most of the interventions reviewed in this chapter describe support for individuals
with ADHD, class-wide interventions also have been explored and are summarized by Harlacher,
Roberts, and Merrell (2006). They noted that supports can be provided for behavioral issues,
such as contingency management and self-monitoring, as well as for more classically academic
concerns, such as peer tutoring, instructional modification, and computer-assisted instruction. Un-
fortunately, research indicates that teachers in primary school may not provide sufficient accom-
modations for students with ADHD, and when they do, they are implemented in nonsystematic
ways (Nowacek and Mamlin, 2007). Technology can be an equalizer in this regard, as computing
systems tend to impose rigor and systemization in most contexts. The challenge then will be to
ensure that valuable personalization and customization are not lost in the push for greater consis-
tency. Likewise, such expanded access to accommodations, particularly those with technological
elements, must come with additional training for both teacher preparation programs (Pavri, 2004)
and continuing education.
Both practitioners and researchers have argued in support of the use of technology as part
of an overall intervention strategy for ADHD (e.g., Murphy, 2005). Additionally, the use of AT
has been shown to positively predict postsecondary educational attainment (Glynn, 2015). How-
ever, implementation in schools and universities has been mixed. For example, in a study involving
102 Swedish school children with ADHD and 940 without ADHD, Bolic et al. (2013) noted
that fewer than half of the students with ADHD had access to a computer in the classroom and
concluded that school staff should focus on enabling students with ADHD to use computers in
their educational activities at school. In a U.S.-based study of data collected in the early to mid-
2000s (Bouck et al., 2012), students with high-incidence disabilities like ADHD who received AT
in school had more positive postschool outcomes in terms of a paid job, wages, and participation
in postsecondary education. However, because AT was not a statistically significant predictor of
positive postschool outcomes, the exact relationship, and recommendations for use, are still unclear.
Notably, in this study, only 7.8% of participants reported receiving AT in high school, and only
1.1% after high school.
7.2 TECHNOLOGY SUPPORT FOR ACADEMIC SKILLS 67
Anecdotally, these rates appear to be increasing and certainly more youths are now using
smartphones and other technological tools in daily life. However, no comprehensive study has
been conducted globally, and even if it had, the numbers would likely change so rapidly in a post-
COVID-19 era as to make any study out of date nearly as soon as it was published. So, we are left
to consider not how quickly computation can be taken up in schools, but how best to do so. Ofiesh
et al. (2002) recommend use of AT devices for a broad range of postsecondary students with learn-
ing disabilities, including ADHD. Among these, they note that a strengths-based approach to AT
might give greater access to education, that the context of a specific course and classroom should be
considered, and that additional training is required as well periodic reviews with AT users.
Importantly, the idea that media use could precipitate ADHD-like symptoms has garnered
a worrisome amount of press and popular attention (Ra et al., 2018; e.g., McRae, 2018; Howard,
2018). These reports indicate poor attentional control in high media use contexts, leading to lower
reported well-being and diminished educational outcomes (Kushlev, Proulx, and Dunn, 2016;
Rosen et al., 2013). However, more recent studies have failed to replicate the finding that ADHD
and media multitasking are positively correlated, finding that the relationship did not approach
significance (Fisher, 2016). Interestingly, engagement with computerized tools has also been rec-
ommended to treat “video game addiction” (Ruiz-Manrique et al., 2014).
In the remainder of this chapter, we highlight some of the ways in which technological tools
have been developed to support the educational needs of students with ADHD. The majority of
studies that have focused on academic skills for people with ADHD are centered on the experi-
ences of primary school children. However, some recent studies have examined the relationship
between technology and academic skills for adolescents and young adults pursuing postsecondary
education. We discuss the current trends in developing and testing these tools and suggest direc-
tions for future work.
Technological interventions have also targeted the improvement of working memory, which
is critical to learning. A computerized training program called CogMed RoboMemo is perhaps the
most widespread tool used to try to improve working memory in children. One study randomized
60 youth (ages 12–17 years) with ADHD or learning disability (LD) into CogMed or another
computer-supported condition. Adolescents in the working memory training group showed greater
improvements than those in the other group, but there were no near or far measure effects (Gray et
al., 2012). In other words, although they improved on working memory tasks, there was no evidence
of improvement in academic settings. Nearly all of the 57 Swedish schoolchildren in another study
saw positive effects of working memory training, which in turn appeared to be beneficial to their
reading comprehension skills (Dahlin, 2011). In another study of RoboMemo with 67 children
with ADHD, improvements were shown in multiple areas, with those in reading still in place 8
months later (Egeland et al., 2013). Finally, in a study of CogMed (Chacko et al., 2014), which
was tested with 85 children with ADHD, researchers observed improvements in working memory
storage but no differences for other outcome measures. Given these somewhat inconsistent findings
and the large body of research on computerized working memory interventions, several meta-anal-
yses and reviews have been conducted to assess the state of the field, and these are discussed in
Chapter 4, which is focused on cognitive training.
More sophisticated and emergent tools are now being used to support literacy in children
with ADHD. For example, Luna et al. (2018) developed a prototype of an augmented reality sys-
tem to support literacy and vocabulary attainment in school-aged children. They pilot-tested this
prototype with 25 users, finding the system generally usable and promising for future work. As an-
other example, robots engaged in collaborative learning with children appear to have the potential
to improve engagement with reading over long periods of time ( Jimenez et al., 2016). Reflex is a
mobile training application that uses computer vision to support interaction with physical devices
(Spitale et al., 2019), building on the popular OSMO commercial platform (https://www.playosmo.
com/en/). With this approach, the applications can use the built-in camera on a mobile device cou-
pled with a mirror to point down at a table that holds physical objects. The application perceives
these objects and renders them digitally on the screen. These tools, while preliminary, show some
promise for academic learning. It is unclear what the mechanism is that underlies these successes.
However, the potential for engaging other sensory stimuli, such as tangible in the case of Reflex,
as well as the attention of a social agent—whether robotic and physical or digital and virtual—are
likely factors that would support learning. Using these tools, children who may struggle to learn
in one modality can use another while remaining engaged despite the potential for distractibility.
7.2 TECHNOLOGY SUPPORT FOR ACADEMIC SKILLS 69
Figure 7.1: A participant doing the Tangram activity on the Reflex platform. Image courtesy of Mirko
Gelsomini.
Despite these promising developments, there is limited evidence for the long-term efficacy
of such approaches. For example, Project CLASS (Rabiner et al., 2010), which reported results
from a randomized-controlled trial to study the impact of computer-assisted instruction (CAI)
on attention and academic performance in 77 American first graders (typically 6 or 7 years old),
there were demonstrated improvements through CAI in reading fluency and in teacher ratings
of academic performance. In this study, the authors used a commercially available tool, Captain’s
Log from Braintrain® (https://www.braintrain.com/), that provides structured activities to support
children training a variety of skills related to attention. Specifically, the authors chose to use ten
exercises that train the ability to sustain auditory and visual attention. An example they provide in
the publication requires children to press the space bar each time a symbol appears that matches
another symbol on-screen. However, the effects of this intervention were absent by second grade. In
this case, the control students also declined in attention problems by second grade, thereby erasing
the differences but leaving open the possibility that long-term effects may still be seen in future
years or with additional intervention.
Although improvement in reading is a well-studied area, there are also some efforts focused
on supporting mathematics education. In earlier research, researchers (DuPaul and Eckert, 1998;
DuPaul and Stoner, 2003) demonstrated that classroom-wide content could be broken into smaller
chunks to improve math performance and off-task behavior (Ota and DuPaul, 2002). As another
more recent example, Mautone et al. (2005) found that schoolchildren ages 10–12 years could im-
prove math skills through the use of CAI. Five years later, Lewis et al. (2010) found that accessible
digital math textbooks were preferable to print for both teachers and students. Additionally, the
use of these textbooks tended to correlate with higher test scores. As in reading skills, augmented
70 7. ACADEMIC AND ORGANIZATIONAL SKILLS AND SUPPORT
reality has shown some promise in supporting quantitative literacy. For example, Tobar-Munoz et
al. (2014) designed an inclusive augmented reality game supporting Logical Math Skills Learning.
They tested the game with a set of 20 students with diverse learning needs, including ADHD, sug-
gesting that an augmented reality game can support children with special needs in learning such
skills. However, this research is still in the early stages, and larger randomized trials are needed to
clarify the benefits for individuals with ADHD.
It can be difficult to disambiguate technologies that support academic skills more broadly.
Certainly, in the primary, secondary, and postsecondary markets, technology has an increasingly
outsized presence. This has been especially true during the COVID-19 pandemic, as many schools
have shifted toward delivering part or all of their education virtually, using a wide variety of tech-
nological tools. In this section, we focused only on those studies specific to academic support for
students with ADHD. However, students with ADHD almost certainly experience educational
technologies differently than those without ADHD; thus, in the section focused on online learning,
we also review those studies available that articulate some of these differences.
In their review of the literature for postsecondary transition, Mull and Sitlington (2003)
suggested that the transition processes must include a focus on funding. While funding for people
with disabilities has not necessarily improved in the intervening 17 years, technology prices have re-
duced dramatically and technological solutions have become more mainstream and accepted. Other
recommendations remain largely true today, such as their recommendations that the selection of the
specific ATs should address both student needs and environmental context and should providing
training opportunities for students to learn to use the technologies.
The transition process must also include a focus on assessment of the learning technology
needs of students prior to their attendance. In a survey of 142 students at a highly competitive
university, Parker and Banerjee (2007) found significant differences between the technology needs,
preferences, and fluency of undergraduates with and without disabilities. In particular, while all
students reported high levels of comfort and fluency with technologies overall, students with
disabilities indicated lower exposure to online and blended courses than their non-disabled peers.
These findings indicate that early assessment of the needs might enable postsecondary institutions
to provide access to and training with online learning environments prior to enrollment. The ad-
ditional opportunities and challenges of such online environments are discussed in more detail in
the following subsection.
• Universal Design for Instruction (Scott et al., 2001; Rose et al., 2006), which advo-
cates a design approach in which instructional technologies and instructional materials
are designed to be usable by all people, to the greatest extent possible.
• Authentic Learning Need, which intends to encourage students to think deeply, con-
sidering difficult questions and proactively raising them, to consider multiple forms of
evidence and recognize the nuances in them, and to navigate difficult problems.
• Preferences, which can include the ways in which students prefer to receive informa-
tion as well as behavioral aspects like study habits.
• Individualized Technology Design, which suits the unique needs and wants of the
people using the technologies.
Although this model has not been tested robustly, it is well-grounded theoretically and
matches the best practices for user experience design (Parker et al., 2009b).
Despite many schools, colleges, and universities making use of approaches like Universal De-
sign, challenges remain. For example, in a study of 14 first-year undergraduate students across the
Georgia state university system, all with learning disabilities and some with ADHD (exact number
unspecified by the authors), Wimberly et al. (2004) identified technical barriers (such as computer
malfunctions), design barriers (such as usability and readability), and intrapersonal barriers unique
to individual students as all preventing them from high-quality experiences with education-based
information technology. At the same time, even some well-designed strategies showed no effect
in practice. For example, Cho (2004) tested seven strategies for promoting student self-regulated
learning as described by Zimmerman and Martinez-Pons (1986). Although Zimmerman, Bonner,
and Kovach (1996) argued that students’ self-regulation can be taught and improved through stu-
dent effort, Cho’s technology-enabled interventions showed no effect.
Online education can be particularly difficult for people with attention disorders. The content
is delivered through an inherently distracting device, and few, if any, social and physical constraints
exist to encourage attention. Indeed, the authors observed in their own practices that following the
rapid switch to digital education due to COVID-19 quarantines or school facility closures, children
and adolescents with ADHD struggling to succeed in a virtual learning environment. VibRein
attempts to address these challenges through a mobile application that uses sensors to provide
“continuous supervision” and encourage attending to the video through haptic feedback (Toshniwal
et al., 2015). Surveillance through the camera tracking the student is required of an approach like
this. However, facial recognition in schools has become a hot ethical and practical question in recent
7.4 ONLINE LEARNING ENVIRONMENTS 73
years (Andrejevic and Selwyn, 2020; LoSardo, 2020). Similarly, as students and instructors are cop-
ing with the widespread use of this kind of visual surveillance for remote learning during COVID,
the challenges to ethical and equitable use of such technologies are becoming more evident (Doff-
man, 2020; Halaweh, 2020). Increasingly, both students and instructors are revolting against the
use of cameras in this way in educational environments (e.g., Hubler, 2020; Kelley, 2020; Swauger,
2020; Nicandro et al., 2020). This trend indicates that researchers and product designers will need
to develop new, less invasive approaches to provide the same kind of engagement or abandon these
types of prompting technologies altogether.
Limited effects and reported challenges may be due to the mismatch in some cases between
the ways in which most designers create learning technologies and the optimal learning context for
people with ADHD. In a case study of an individual student with diagnoses of both autism and
ADHD, three types of disorientation were identified-navigational, contextual, and procedural-
each of which required unique strategies for its mitigation (Meyers and Bagnall, 2015). Naviga-
tional disorientation refers to difficulty navigating what the authors call “hypermedia,” but which
we now identify as simply the way the modern web works. Interconnected links that may take us
down long paths that do not result in the answers we seek have long been a challenge of good
information architects. While Google’s original mission of “organizing the world’s information”
has increasingly become one of helping people to search the inherently disorganized information
of the world, this kind of information structure can be exceedingly disorienting to learners with
ADHD. Brown argued in 2009 that students with ADHD might become “lost in hyperspace”
due to the inherent challenges of this media approach (Brown, 2009). Contextual disorientation
involves difficultly placing the information found in this complex web within a larger context.
Learning management systems at universities as well as the instructor themselves, attempt to do
this work, but it can still be challenging for students. Finally, procedural disorientation refers to the
difficulty that students may have in understanding precisely what task they are meant to complete
next. Increasingly, learning management systems have attempted to address this challenge for all
learners by allowing instructors to group materials into “modules” or “units,” by making greater use
of calendaring across courses and other interventions. However, instructors often use these features
inconsistently, which can create an even more problematic learning environment for a student with
ADHD who needs consistent structure to be successful in an online learning environment.
At the same time, there is a strong indication that online learning environments have the
potential to improve the context of learning for some students with ADHD. Graves et al. (2011)
interviewed 11 students with ADHD and/or learning disabilities enrolled in STEM courses. Stu-
dents reported that using asynchronous online access enhanced their learning experiences according
to six themes: clarity, organization, asynchronous access, convenience, achievement, and disability
coping mechanism. This has been supported in the anecdotal experiences of students with ADHD
who transitioned to distance learning during COVID-19. While many have reported challenges,
74 7. ACADEMIC AND ORGANIZATIONAL SKILLS AND SUPPORT
as noted above, many of these individuals also report advantages. For some, the convenience of
learning at home was beneficial, as it allowed for more frequent breaks, more variety in physical
learning environments (such as being able to stand, walk, or change positions while “in class”), and
self-paced learning.
To date, research efforts indicate a variety of potential disjunctions between the character-
istics and properties of the learner’s online learning environment and the specific learning needs
and preferences of each individual learner. Thus, inclusive online learning environments in higher
education must take into account this need for personalization and adaptability. In a comprehensive
report from 2012, researchers at the Ontario College of Art and Design University set out to iden-
tify opportunities to use innovative technologies to support postsecondary education for students
with ADHD. This report focused on software but was informed by interviews and observations as
well as a comprehensive review of the literature. In their cataloging, they found a wide variety of
time management software—such as those we describe in Chapter 8—but a scarcity of mood- and
motivation-focused software. They also identified an emerging set of software focused on integrat-
ing with existing learning tools, which led them to conclude that “leveraging the features of stron-
ger software categories will strengthen weaker software categories, especially when these features
can be correlated with adult ADHD needs.” They went on to describe a set of tools they view as
particularly needed, including speech APIs for search, time visualization software, and smart goal
management tools. In the intervening eight years, some of these areas have certainly developed
more strongly, but the opportunities are currently unrealized in others.
to determine if these technological supports are in fact, helpful when working with students with
ADHD and whether or not they contribute to meaningful outcomes. As communication between
home and the school remains a paramount challenge in managing symptoms of ADHD, research
should specifically address how these tools affect the quality and frequency of teacher and parent/
caregiver communication.
Additionally, education, both in the primary and secondary school as well as higher edu-
cation, is an industry in which adaptation and inclusion of tools are often done quickly and in
response to particular contexts at the level of an individual course or department. Thus, institutions
and researchers alike have limited insight into the efficacy of such tools and approaches at scale.
Ofiesh et al. (2002) argue that service-providers must collect and share data regarding effectiveness.
This approach would certainly enable much more large-scale naturalistic data collection and identi-
fication of trends in these data, though randomized controlled trials would provide greater potential
for identifying causal relationships. The current shift to online educational approaches that occurred
in response to COVID-19 presents endless opportunities to study at a widespread level what went
well and what did not. Collecting and sharing data across countries and the world could propel our
understanding of how to best employ technology in educational settings.
77
CHAPTER 8
develop tools to support individuals with ADHD while adjusting the context around them to better
accommodate their experiences in hopes of contributing to better long-term outcomes.
Although incredibly important to the success and long-term quality of life, few studies have
addressed life skills and technology engagement explicitly. Those research projects that do exist
address a range of domains, although pre-dominantly address issues of self-regulation and daily
management. Daily activities, in particular, can be a challenge for people who struggle with dis-
organization and impulsivity. Fujiwara et al. (2017) proposed an Internet of Things (IoT) solution
to help support the daily activities for adults with ADHD, focusing on helping them remember
activities and find lost objects. Although others have focused on computational systems for finding
lost objects (e.g., Peters et al., 2004; Nakada, Kanai, and Kunifuli, 2005), this project was focused
on supporting people with ADHD and involved an evaluation with professionals who work with
people with ADHD that showed some promise. Specifically, the authors presented the application
to four professionals who work in the field and followed up the demo with a questionnaire. The
results indicated that the professionals had some belief that the proposed solution would work
and be helpful, but how well would depend on the individual. These approaches can be useful for
initial evaluations of tools to reduce an unnecessary burden on a clinical population that is already
overburdened and can be difficult to recruit. However, such evaluations should not be considered
sufficient in lieu of direct engagement with people with ADHD before a tool is deployed or pro-
duced on a larger scale.
In another example of using promising approaches from other domains to support daily
activities, Bul et al. (2015) developed a serious game called “Plan-It Commander” to promote be-
havioral learning, time management, planning, and organization for children with ADHD. They
tested the game using a survey of 42 participants, finding general satisfaction and indicating a need
for greater research (Bul et al., 2018). Robotics are recently emerging as a promising approach to
the challenge of limited human resources for behavioral interventions; however, results are still
preliminary (Clark-Turner and Begum, 2017).
Pagers, a precursor to many of the mobile and wearable devices we now use, showed early
promise. For example, a fourth-grade boy with ADHD found success through custom paging to
support his daily routines (Epstein et al., 2000). Technology has advanced dramatically since the
time of pagers, and now smartwatches are a particularly promising platform for the delivery of
daily support in people with ADHD. Dibia (2016) developed Foqus, a smartwatch platform for
encouraging mindfulness and self-regulation in adults with ADHD. Cibrian et al. (2020a) found
that children with ADHD are interested in having support through smartwatch technology, and
in a related project, Doan et al. (2020) described a prototype tool called CoolCraig that translated
components of an existing evidence-based program (e.g., Lakes et al., 2009, 2011) into a smart-
watch format. This work is ongoing and focused on harnessing the potential of smartwatches in a
way that supports self-regulation and daily activities in individuals with ADHD.
8.1 LIVING WITH ADHD 79
Figure 8.1: Screenshots of Foqus demonstrating three different modes that the application can display,
including Pomodoro, Meditate, or general Health Tips. Image from ResearchGate, provided by Dibia
Victor.
(2017) described a computer application (Drive Smart) to improve hazard detection in drivers with
ADHD. Preliminary results with 25 individuals with ADHD were promising, with improvements
in hazard detection noted after a single training session and maintained over a 6-week period.
Similarly, Clancey, Rucklidge, and Owen (2006) found that virtual reality may be useful to teach
adolescents about road-crossing safety, particularly given that in their study of 48 children aged
13–17 years (24 with ADHD), those with ADHD walked slower, showed lower margins of safety,
and in general demonstrated behaviors that put them at higher risk for collisions.
Moreover, medication adherence, long a target for technological support, can be improved
using a mHealth app, such as the one described by Weisman et al. (2018) and tested with 39 chil-
dren with ADHD. In this study, the authors found higher overall pill counts (a common measure
for medication adherence) in patients who used the app. Family daily routines are also an area of
ongoing struggle in families affected by ADHD. Sonne et al. (2016a, 2016c) developed a tool,
MOBERO, to support families living with at least one child with a diagnosis of ADHD during
the children’s morning and bedtime routines. They then conducted a follow-up study one month
later (Sonne et al., 2016a) after removing the AT from the homes of 13 children with ADHD.
Their study used technology to reduce parent frustration and conflict levels around morning and
bedtime routines, leading to improvements that lasted after the removal of the technology. These
studies provide examples of how novel technologies can address specific needs and support daily
functioning and life skills in individuals with ADHD and their families.
that shows CST for employees and students with cognitive disabilities, including autism, ADHD,
and other developmental disabilities, can be effective (e.g., Gentry et al., 2012; Hill et al., 2013);
however, the authors did not disambiguate which technologies were effective in which ways for
which students. In follow-up work, these authors (Michelsen, Slettebo, and Moser, 2019a, 2019b)
found that the introduction of ATs to the rehabilitation support process for adults with ADHD was
valuable both in terms of individual empowerment of participants and the long-term completion
of such programs.
Furthermore, in a promising examination of embedding technology instruction into exist-
ing curricula, Lombardi et al. (2017) added IT literacy modules into an existing online transition
curriculum for secondary education in the U.S. for students with disabilities, including ADHD. In
a quasi-experimental study across six secondary institutions, high schools in American parlance,
the intervention group improved IT literacy, and the control group made no such gains. These re-
sults show promise both for integrating such instruction into existing transition programs and for
teaching IT literacy using an online platform that by definition, requires some limited IT literacy
before beginning.
transition to work task force in education and clinical practice. However, in many cases, the support
structures that we have created in educational and clinical environments have not evolved as fast as
we might like with this change. Thus, there is an opportunity to develop approaches to using tech-
nologies effectively in the job search as also discussed in the previous section on career readiness.
Even if an appropriate position is found and an interview is secured, people with ADHD
often continue to struggle. Some studies have found that adults with ADHD are less accurate in
describing their past employment history than peers, resulting at times in an exaggeration of certain
skills or experiences (Cartwright, 2015; Steinau and Kandemir, 2013). As an added challenge, adults
with ADHD must also determine whether to disclose their condition at the time of interviews,
which could improve chances if the employer understands the condition and its treatment, but is
more likely to introduce a negative bias into the interview process (Adamou et al., 2013). Young
adults in one study even reported that requiring fewer physical accommodations seemed to increase
their success rate in acquiring a job (Toldrá and Santosb, 2013). As in employment searches, there is
an opportunity here to use technology to support the interview process, and some research projects
have begun to do this for populations other than ADHD (Hayes et al., 2015; Ulgado et al., 2013;
Ogbonnaya-Ogburu et al., 2018).
Once employed, there are opportunities to support people with ADHD as the challenges
associated with employment become sometimes more complex (Chang and Edwards, 2015; Ver-
heul et al., 2016). In a sample of 448 employees from across Puerto Rico, Rosario-Hernandez et
al. (2020) found that ADHD had a direct effect on both task performance and counterproductive
work behaviors. However, they saw no relationship between ADHD and organizational citizenship
behaviors. Well-designed and structured employment with appropriate support from supervisors
and managers combined with cognitive-behavioral and pharmaceutical treatments can mitigate
the challenges associated with ADHD symptoms in the workplace (Barkley, 2013; Biederman et
al., 2005; Chang and Edwards, 2015; Martinez-Raga et al., 2013; Seli et al., 2014). Adults with
ADHD often struggle with procrastination (Fletcher, 2013; Bozionelos and Bozionolis 2013),
time management, organization, and prioritization (Schafer et al. 2013). Similar observations have
been noted among young adults (ages 17–24 years old) as well as in the broader adult population
(Nguyen et al., 2013; Young et al., 2017). At the same time, a lack of understanding by those
without ADHD in the workplace can make it difficult for those with ADHD to work with their
colleagues in teams (Barkley, 2013; Fuermaier et al., 2013; Klein, Mannuzza, and Olazagasti, 2012;
Lopez et al., 2013; Surman et al., 2013; Morris et al., 2015) or to have the type of workplace friend-
ships that many people enjoy (Almasi, 2016). These challenges present opportunities for technolo-
gies to support those without ADHD in understanding those with the disorder as well as to help
those with ADHD increase their success in the workplace, as detailed in this chapter. In particular,
people with ADHD may demonstrate enhanced creativity and the ability to deal effectively with
complexity (Bozionelos and Bozionelos, 2013; Schnieders, Gerber, and Goldberg, 2015) as well as
8.4 MENTORING AND COACHING 83
resilience (Reid, et al., 2014), all of which can be leveraged with additional supports, such as inter-
active technologies, to improve workplace interactions for people with ADHD.
challenge of maintaining tools shown to be effective. However, even this approach requires an in-
vestment on the part of the research team that may not be possible as the ability to publish the work
wanes over time, students and post-doctoral scholars move on, and so on. These challenges may be
best addressed by encouraging more collaboration between researchers and business communities
with interest in picking up and maintaining and updating products over time.
Figure 8.2: VideoTote user interface, showing the user selecting no stops, which allows for watching
the video from start to finish. The other option, “stops,” supports stopping the video automatically at
each step or chapter. Image from ResearchGate, uploaded by Keith D. Allen.
could benefit many individuals, including those with ADHD, who may especially benefit from
the flexibility to create a work environment conducive to their needs. Other technologically based
workplace accommodations might include the use of dictaphones, dual monitors, assistive devices
for communication, and computerized phones and alarms. Such tools have positively impacted
work satisfaction and work maintenance (Ripat and Woodgate, 2017; Morash-Macneil, Johnson,
and Ryan, 2018; Solstad Vedeler and Schreuer, 2011), and researchers have shown that a variety of
off the shelf technologies can be used to support adolescents with barriers to employment, includ-
ing ADHD (Hayes and Hosaflook, 2014; Hayes et al., 2013). In 2008, Lazarus (2008) described
how we might better incorporate people with disabilities in virtual workplaces. Such a study should
be undertaken again post-COVID-19 to understand how people with disabilities fared in the
workplace during this difficult time.
Time management and self-regulation are particular challenges that repeatedly emerge in
the literature as well as in self-reports from people with ADHD, making support essential to cre-
ating an ADHD-friendly work environment. Nadeau (2015) found that adults with ADHD who
used environmental modifications that limited internal and external distractions (e.g., a job that is
physically active or integrates exercise into the daily routine) benefit substantially in terms of their
ability to self-regulate and reduce feelings of restlessness and hyperactivity. Dipeolu, Hargrave, and
Storlie (2015) similarly found that people with ADHD could manage their symptoms using strict
schedules and minimizing distractions in their immediate work environments. These accommoda-
tions are all relatively straightforward to provide, particularly for office work. However, Morgen-
sterns et al. (2015) found that employers and coworkers rarely considered how crucially important
such accommodations are to employees with ADHD.
Technological tools for adolescents, young adults, and adults should be a high priority, es-
pecially as they are likely to need support in the transition into adulthood, making this a prime
period for the implementation of self-management and vocational success strategies. None of the
studies we reviewed that had clinical trial evidence addressed needs associated with the transition
from adolescence to adulthood. In spite of this, there are promising interventions in development
and early testing. Although some tools used highly innovative technological solutions, such as ro-
botics and VR, the vast majority of research in this space has been conducted on technologies that
could realistically scale with the off the shelf products currently available. Additionally, this space,
more so than the literature in any other chapter in this book, focuses on adults who are more able
to participate in large-scale, longitudinal research trials. Given the disparate adult vocational and
life outcomes documented for adults with ADHD (e.g., Hechtman et al., 2016), is it is imperative
that researchers prioritize the large-scale clinical trials necessary to demonstrate efficacy of life,
vocational, and post-transition supports. Such trials would make governmental funding in many
nations easier to obtain for these supports as well as insurance funding, for example, in the U.S.
87
CHAPTER 9
et al., 2020) while others require clinical intervention, such as Transcranial Magnetic Stimulation
(TMS) (Gilbert et al., 2011).
Challenges with motor control in people living with ADHD can present in a variety of ways
and have varied impacts on life experiences. The exact mechanisms by which motor challenges
manifest in some children with ADHD are unclear. Such challenges are inconsistent across the
population, leading to high variability in both life experiences and treatment. A variety of expla-
nations for the motor skills differences in children with ADHD and their peers without ADHD
can be given, including but not limited to comorbidity, inattention, or lack of inhibition (Kaiser et
al., 2015). Comorbid developmental coordination disorders may explain motor coordination diffi-
culties for some individuals. One study found that the motor skills of children with only ADHD
-and no other diagnoses-did not differ from a control group without ADHD. Indeed, in this
study, the presence of reading disabilities were better predictors of ADHD than motor impairment
of some kind (Kooistra et al., 2005). Likewise, a study including 84 children—20 with ADHD
only, 42 with ADHD and another co-occurring disability or illness, and 40 children with multiple
co-occurrences and ADHD—found that the presence of co-existing diagnoses had a significant
influence on both cognition and motor behavior in children with ADHD (Crawford et al., 2006).
A variety of treatments for motor control and physical accessibility challenges have been
studied and used for children and adults with ADHD for many years. These include both behavioral
and pharmaceutical treatments, but given the emphasis of this book on technological support and
behavioral augmentation through technologies, we here do not address pharmaceutical approaches.
Computers can, however, be used to support growth and skill development in the very
areas in which their use can be challenging. For example, Eliasson et al. (2004) demonstrated that
children with ADHD move the mouse more slowly, perform more jerky movements, and produce
more errors than children without ADHD. This type of finding can help develop models to detect
symptoms of ADHD that might otherwise be missed and design corrective assistive technologies
that can, for example, improve the performance of children with ADHD when mousing through,
smoothing the interaction experience dynamically in the background. Similarly, in a study testing
handdrawn movement, 62 children used an electronic pen on a digitizing tablet to join targets. The
results of this study indicated that children with ADHD showed no temporal difficulties in the
tasks but did demonstrate subtle spatial difficulties ( Johnson et al., 2010). In particular, they showed
a subtle spatial bias toward the right that the children without ADHD did not show, despite all
children both with and without ADHD being right-handed. This kind of subtle bias is an indicator
of the potential for accessibility features in computing systems that might support stylus and mouse
use with adaptive interactions that adjust for such subtle biases.
One of the longest available technologies to support motor control in people with ADHD
and others with related conditions is The Interactive Metronome® (IM). This training and assess-
ment tool was developed to improve cognition, attention, and focus, as well as motor and sensory
skills. The interactive metronome was developed in the early 1990s and included a “Main Station”
that connects to a computer and measures rhythm, auditory feedback delivered by headphones, and
one or more devices that the client uses to play the game—such as buttons to press or a mat to
tap with a foot. This digital program is used in homes, schools, and clinics for adult rehabilitation
(e.g., as related to brain injuries and neurological diseases) as well as pediatric practices focused on
ADHD, autism, sensory and learning disabilities, and speech and language delays. Clinicians use
IM to play digital interactive games alongside functional therapy interventions to explicitly target
the neural timing within and between the brain regions. The tool uses a game-like platform to in-
struct and engage the user while providing instant feedback and logging progress. The IM training
has been used successfully with boys with ADHD (Shaffer et al., 2001) to improve attention and
academic skills, but also for this chapter most notably motor control. In smaller studies, such as
one from Korea involving two boys with ADHD (Namgung et al., 2015), the IM was found to
facilitate timing, attention, and motor control in the boys who used it. In a similar study by Park
and Choi (2017), these results were replicated two years later with two other boys. A variety of
other studies have shown similar promise (Bartscherer et al., 2005; Gu et al., 2017; Park and Kim,
2018). However, to date, no comprehensive large-scale study of the IM for children or adults with
ADHD has been reported.
90 9. MOTOR CONTROL, PHYSICAL ACCESSIBILITY, AND PHYSICAL ACTIVITY
Figure 9.1: A child plays with Polipo, on the left seated with a therapist, and on the right a view of the
child and Polipo alone. Images courtesy of Mirko Gelsomini.
and cognition—particularly for individuals with ADHD who may struggle in one or more of these
areas. For example, Verret et al. (2012) found that children with ADHD in a ten-week exercise
training program improved their muscular capacities and motor skills as well as performance on
information processing tests. Berwid and Halperin (2012) argued that there is evidence supporting
the hypothesis that physical activity impacts structural brain growth and functional neurocognitive
development, and this could have profound implications for intervention to alter the trajectory of
ADHD. They noted at the time that most physical activity research with children with ADHD had
been pilot research, with limitations including small sample sizes and unblind status of research-
ers or raters. In spite of these limitations, there appears to be growing evidence to suggest that a
variety of physical activity interventions could directly improve executive functions in children
with ADHD, but more research is needed before interventions become a recommended treatment
for ADHD. This interest physical activity interventions for children with ADHD, is particularly
relevant given that the risk of overweight and obesity is also associated with ADHD (e.g., Waring
and Lapane, 2008), and positive physical activity habits might maintain or improve physical health
while also reducing ADHD symptoms and promoting the development of motor skills.
As the benefits of physical activity for physical health and motor skill development are
generally widely known, here we focus on providing some background for the more recent work
on the relationship between physical activity and cognition, particularly as it may be relevant to
the development of technological tools to promote physical activity. As the relationship between
physical activity and the brain has received increasing attention, models have been proposed to ex-
plain the neurobiology of benefits to cognition. Best (2010) stated, “There are at least three general
pathways by which aerobic exercise may facilitate executive functions in children: (1) the cognitive
demands inherent in the structure of goal-directed and engaging exercise; (2) the cognitive en-
gagement required to execute complex motor movements; and (3) the physiological changes in the
brain induced by aerobic exercise.” However, the evidence indicates that not all forms of exercise
benefit executive functions equally (Diamond and Lee, 2011; Vazou et al., 2019; Diamond, 2015),
and that “the degree to which the exercise requires complex, controlled, and adaptive cognition and
movement may determine its impact on EF [executive functions]” (Best, 2010). Recent research
(e.g., Vazou et al., 2019; Pesce et al., 2020) has demonstrated that physical activity programs that
involve greater cognitive engagement (involving cognitive challenges or mindful components) pro-
duce stronger effects on executive functions than less cognitively engaging aerobic activities (such
as simply jogging). Diamond (2015) argued that moving without thought produces little sustained
change in executive functions and that practices that require both thought and movement—are
likely to have a stronger positive effect on executive functions and deserve further study.
It is worth briefly considering interventions that integrate physically active and mindful
components to target symptoms of ADHD, particularly as this may inform the development of
technologies that could support interventions with multiple components. Because mindfulness
9.4 TECHNOLOGICAL INTERVENTIONS TO PROMOTE PHYSICAL ACTIVITY 93
practice involves efforts to self-regulate attention, as awareness of this practice has grown, there has
naturally been an increasing interest in the potential of mindfulness training to improve executive
functions (particularly attention) in individuals with ADHD. Mitchell, Zylowska, and Kollins
(2015) concluded that while preliminary studies of mindfulness training for children and adoles-
cents with ADHD have produced promising results, the research to date has had methodological
limitations, including small sample sizes and lack of active control groups. Intervention combining
low-intensity physical activity with mindfulness training have been described in the literature; for
example, Zylowska et al. (2009) described how to train attention during sitting or walking medi-
tation by focusing attention on an anchor (such as breath), observing that distractions occur, and
letting go of them, and refocusing on the anchor. This work is interesting as Vazou et al. (2019),
demonstrated that in typically developing children, physical activities with a mindful component
(such as yoga or martial arts) produced stronger effects on cognition than less cognitively-engag-
ing forms of physical activity. However, to date, little research in the areas of physical activity and
mindfulness interventions has been conducted with individuals with ADHD.
In addition to studying physical activity as an intervention to promote physical and cog-
nitive outcomes, research has also examined the impact of movement on learning and classroom
performance. Results of a study conducted by Hartanto et al. (2015) showed that in children with
ADHD, performance on an executive function task was better when children were active during the
test, supporting the hypothesis that physical movement may function as a compensatory strategy to
increase arousal and attention in children with ADHD. Many years earlier, Etscheidt and Ayllon
(1987) reported that even five-minute bouts of exercise could reduce hyperactive behaviors during
classwork. Thus, a commonly recommended classroom accommodation for children with ADHD
has been allowing “physical activity breaks” to reduce restlessness and increase on-task behaviors. In
spite of these promising findings, there is no current data demonstrating how much or what type
of physical activity is required to have a meaningful impact on ADHD symptoms, but interest in
this line of research appears to have grown in the last decade.
ADHD as well, it is worth quickly reviewing them for what they can provide us in thinking about
exergaming more broadly for children with a variety of disabilities, but particularly those that are
neurodevelopmental in nature. Certainly, this book, with its focus on ADHD, does not attempt
to fully review such approaches for other populations, such as individuals with autism. Notably,
some studies, such as Hilton et al. (2014, 2015), indicate substantial promise in improving work-
ing memory, metacognition, and the motor skills of strength and agility for children with autism.
Researchers should certainly take these positive results and not only replicate them with a broader
group of children with autism but also expand this work to both children and adults with ADHD.
In an attempt to make some sense of the many preliminary studies, Fang et al. (2019b)
produced a systematic review of exergaming for children with autism. In this review, they found
that children with autism showed significant improvements in physical fitness, executive function,
and self-perception, but there were minimal effects on emotional regulation and little to no effects
on motor development. These findings are somewhat in contrast to the studies cited above that do
show improvements in motor skills for children with ADHD. Whether these differences are due
to the preliminary nature of all of these studies or whether to differences between these clinical
groups has yet to be determined. Researchers should seek to both scale up these interventions and
to examine differences amongst various groups that are, in other ways, potentially related.
Children with ADHD might particularly benefit from exergame interventions that enable
them to play with other children with a variety of abilities, disabilities, and health conditions. In
a systematic review of exergames for children and adolescents who are not typically developing,
the authors found strong evidence that active video games improved balance, with more limited
evidence related to coordination, running, and jumping (Page et al., 2017). In one study, children
with cerebral palsy were more willing to engage in physical therapy, for example, when they were
able to play exergames with other children, both with and without cerebral palsy (de Greef et al.,
2013). Certainly, schools, that are inherently mixed ability venues, could benefit from these kinds
of approaches in their adaptive physical education programs.
Moreover, applications already embedded in mobile technologies (e.g., smartwatches, smart-
phones) could be used to help promote physical activity in individuals with ADHD. In our own
work with youth with ADHD, we are exploring how to promote physical activity with smart-
watches as part of a comprehensive parent-child system designed to support healthy behaviors, such
as physical activity and sleep, while also providing ADHD-specific behavioral intervention for both
parents and children (Cibrian et al. 2020a).
impact on day-to-day functioning. Motor control is, in fact, such a prevalent issue for children with
ADHD in particular that a battery of tests has been used to study motor control in children with
ADHD. The exact mechanisms for these challenges are unclear, but what is clear is the potential
for physical activity to simultaneously address motor and cognitive functioning. Thus, this chapter
outlined the growing rationale and evidence for technological interventions to promote physical
activity and simultaneously target motor and cognitive functioning.
This chapter points to several critical directions for future research. Exergames and other
approaches that influence and increase physical activity in children and adults with ADHD have
shown promising results in preliminary studies, and there is a growing scientific rationale for paying
more attention to how physical activity, motor functioning, and cognitive functioning are inter-
twined. In response to this promise, a wide range of technologies—from exergaming to robotics to
mobile applications—are being developed and studied. Likewise, other tools have been developed
to specifically focus on specific motor skills, including both simple desktop or web applications, as
well as augmented reality and wearables. In a period in which a worldwide pandemic and social
distancing have reduced opportunities for both physical activity and to some degree therapies fo-
cused on motor functioning, the potential for affordable, home-based technology to fill the gap is
especially important.
Although the work is promising, large-scale randomized controlled trials are very few, as is
often the case in the early stages of development. The range of technologies is inspiring, and their ap-
plication to critical challenges in ADHD is promising. We hope that now and in the future, greater
financial investment will yield the types of intervention studies needed to eventually bring these
technologies into the marketplace where they can directly benefit individuals with ADHD. Perhaps
in this current time of social distancing, studies could be undertaken using existing tools (such as
exergaming) both to promote opportunities for home-based physical activity and to propel the field
forward through widespread efforts to better understand the potential of existing technology.
97
CHAPTER 10
are still not indexed in this important reference site. Furthermore, even those that are can be nearly
impossible to find and understand, as computing articles tend not to use the standard abstract
presentation that many clinical venues do, making these articles functionally inaccessible, if not
physically inaccessible to clinicians and clinical researchers. On the other hand, clinical journals,
although they include randomized studies, often lack the technical descriptions needed to replicate
technological tools. Moreover, technological solutions are often designed from a clinical perspec-
tive, leaving aside the needs of the end-users, in this case, individuals with ADHD, something the
human computer interaction (HCI) field is trying to improve. This is only an example for U.S.-
based research. These issues are augmented when the multidisciplinary team research also includes
researchers from all over the world (not only from the “Global North”), as each country tends to
have its own policies on which publication venues are acceptable by their standards.
While more open tools like Google Scholar have improved this access, keywords still re-
main problematic. Simply put, computing researchers like to change keywords a lot with the new
technology trends and nearly never use the terms “technology” or “computer” that are too broad to
be useful in computing specific fields. Without these keywords, however, ADHD researchers and
practitioners are unlikely to stumble onto an article that invokes technical jargon for keywords like
“deep learning,” “Internet of Things,” or “wearables.” And yet, computing researchers need those in
other fields to pick up the work as it becomes unpublishable in computing venues around the time
it becomes eligible for a clinical trial and publication in a behavioral or medical context.
The notion of what is publishable brings us to the concern regarding publication style. This
book overviews a wide variety of papers in both content and structure. With such an enormous set
of publications available to read, people are always going to tend toward the ones that are structured
in familiar ways. However, a radically multidisciplinary space such as this should bring researchers
from computing, design, education, psychology, psychiatry, physiology, vocational rehabilitation,
and more. We, as scholars, must commit to reading in these fields even when uncomfortable as
well as learning to write in those styles. Finally, reviewers and editors must become more open to
norm-violating publications with scholarly merit.
Most academic researchers are keenly aware of the authorship norms in their own communi-
ties. However, these are highly differentiated across fields. Nowhere does this become more appar-
ent than when writing a major review in a field such as this. The authorship lists in the references
in this book vary from a single author to more than 20. As the field grows and as greater numbers
of technical contributions to work appear in the form of creation and maintenance of large-scale
datasets, code repositories, and algorithms, researchers will likely find themselves needing to address
authorship concerns in radically new ways. In our own collaborative work over the last decade, we
have learned to map out publications ahead of time, have uncomfortable but frank conversations
about authorship, and take any challenges that emerge with a generous and open spirit.
10.2 INCLUSIVE AND ENGAGED RESEARCH 99
Although this book does some of the work of addressing these multidisciplinary challenges
by going beyond a standard structured literature review, there is still work to do. Technological
venues allow for—in fact, demand—work that is innovative and new, which clinical journals rarely
allow, opting instead for a full randomized controlled trial (RCT) before publication. So, while
replication studies, studies at scale, and any long-term study that might demonstrate true efficacy
but has no technological innovation can be incredibly difficult to publish in a computing venue,
anything shy of a fully functioning product—which requires major investment—can be nearly
impossible to get in the hands of clinicians. These are not problems to be solved by single research
teams, no matter how excellent their interdisciplinary approach. These are major structural and
systemic issues that must be addressed for this field to truly advance.
To meet the high bar of the FDA and other regulatory agencies, the community will have to
develop higher quality standards for evaluation. Returning to the issues of interdisciplinarity from
the prior section, these standards will have to cross communities for them to be effective. As of now,
almost no standards reach across academic communities in this way. Even relatively standardized
concerns that have regulating bodies, such as the ethical treatment of human subjects, are still not
consistently managed. A true commitment to technological tools that are efficacious and ethical,
however, will demand such standards emerge, not just in technologies for mental health but across
the scope of computing. Moreover, researchers from all over the world should be acknowledged,
and, as researchers (in both clinical and computer fields), we cannot assume that technology that is
developed in one context may work for others that clearly have different resources and needs. So,
although the FDA is a well know regulatory agency in the U.S., we must look beyond those norms,
especially for developing countries.
Finally, computing researchers, especially those who work in the space of technologies for
health, will have to develop a more consumer-facing approach to their scholarship. Open-source
software communities offer one model for ensuring wide access to the products developed in gov-
ernment and university research labs. However, the use of such code repositories often still requires
heavy technical skills. A world must be developed in which research is accessible to people with
ADHD and those who care about them, whether through open access publishing, a notion of a
“generic” software intervention like generic prescription medication, or other mechanisms.
schools are already making use of intelligent tutor software programs to provide customized com-
puter-based instruction overseen by a teacher. We noted in some papers published in technological
scientific venues that programs were not described with this balance in mind. For future work, we
suggest that this balanced approach is taken; in striking this balance, researchers and developers
should acknowledge the strengths and limitations of technological approaches, which in turn may
increase the willingness of clinicians to adopt and use technologies, with the understanding that the
tools will support and extend their impact, rather than fully replace them. To achieve this balance,
multidisciplinary teams are especially important, as they simultaneously will draw from expertise in
clinical science/practice and computational science.
for funding is fierce, and it can take years to successfully obtain funding. Often, by the time funding
is received, substantial modifications to the study design are needed as technologies have advanced
in the interim. These modifications generally are a good thing, though, as they can help improve
the study design and product studied. Changes could include more NIH support for digital health
technology as well as bringing other investors and grant-making entities into this work.
We encourage investigators and the community at large to become engaged in advocating
for systemic changes that will decrease this substantial lag in the time from development to the
marketplace. Our current environment in the time of COVID-19 indicates that this is possible
when the demand and motivation is there. For example, telehealth capacity has existed for decades
in the “Global North,” and there have been a number of studies published over the last decade or
two that set the framework for how to conduct a telehealth practice ethically and safely. However,
clinician uptake of telehealth practices was extremely limited prior to March of 2020. Since that
time, many organizations and clinicians have rapidly engaged in telehealth practices. In our own
experiences at the University of California, we saw how rapidly departments were able to transition
to telehealth when the environment demanded it, and we are witnessing how effectively we are
able to deliver mental health services and reduce barriers to treatment using technologies that have
been available to us for at least the past decade. We hope that we will learn from this experience
and that it will fundamentally change for the better the way that we approach mental health care
and multidisciplinary work in the years to come, particularly as it relates to more rapid engagement
with technologies that can improve clinical care.
103
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Authors’ Biographies
Dr. Franceli L. Cibrian is an Assistant Professor at the Fowler School of
Engineering at Chapman University in Orange, California. She belongs to
the Nacional Science System from Mexico, given by Conacyt. She did her
postdoctoral training in the STAR lab of Dr. Gillian Hayes at UC Irvine.
She received her Ph.D. in Computer Science from the Center for Scien-
tific Research and Higher Education (CICESE) in Mexico, where she
worked under the supervision of Dr. Monica Tentori. She has a back-
ground in computer system engineering and a minor in software engineer-
ing. Her research interests focus on the design, development, and evalua-
tion of ubiquitous interactive technology to support the development of children, particularly
children with special needs. She has experience in human–computer interaction and interaction
design, with a specific focus on interactive surfaces and educational and therapeutic interventions
for children. She has also done research stays at the Design Lab at UC San Diego under the su-
pervision of Dr. Nadir Weibel and in the UCL Interaction Center at University College London
(UCL) under the supervision of Dr. Nadia Berthouze.
Social Impact Award in 2019 for her work supporting community-based engaged research related
to technologies for neurodevelopmental disorders.