
IIII Technology Exploration Day
2026 edition
Workshop session
The TECSAM Network and Mental Health Catalonia promoted a reflection and co-creation session to explore how to incorporate the voice and lived experience of people in research and technological innovation projects in mental health.
The conference, held within the framework of Mental Health Week 2026 at the Sant Joan de Déu Health Park , brought together people with lived experience, professionals, researchers and other agents linked to mental health and technological innovation.
The conference, held within the framework of Mental Health Week 2026 at the Sant Joan de Déu Health Park , brought together people with lived experience, professionals, researchers and other agents linked to mental health and technological innovation.
During the session, experiences were shared and barriers, opportunities and proposals were identified to move towards more significant participation of people with lived experience throughout the different phases of research projects.
Photo gallery
Highlights of the event
Presentation and sharing experiences
Àngel Urbina, Vice-President of Mental Health Catalonia , shared his experience and vision on the participation of people with lived experience in research and innovation projects. Next, researcher Victòria Espinosa presented the co-Elna project (Parc Sanitari Sant Joan de Déu, Mental Health Catalonia, TECSAM Network) as an example of a project that incorporates lived experience in research.

Co-creation Dynamics: Opportunities, Barriers and Proposals
The participants worked in 2 groups to identify the main elements that could facilitate or hinder the participation of people with lived experience in research, as well as specific proposals to make this participation effective.

2023 edition
The TECSAM Network celebrated the third edition of Technology Exploration Day with the inVideogames Summit : two days of discoveries and connections between video games and mental health. It was a free, in-person event, attended by more than 150 people, exploring how video games can transform the way we perceive and treat mental health.

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