de Beurs Derek, van Bruinessen Inge, Noordman Janneke, Friele Roland, van Dulmen Sandra
NIVEL, Netherlands Institute for Health Services Research, Utrecht, Netherlands.
Tranzo, Scientific Centre for Care and Welfare, Tilburg, Netherlands.
Front Psychiatry. 2017 May 3;8:72. doi: 10.3389/fpsyt.2017.00072. eCollection 2017.
Although many web-based mental health interventions are being released, the actual uptake by end users is limited. The marginal level of engagement of end users when developing these interventions is recognized as an important cause for uptake problems. In this paper, we offer our perceptive on how to improve user engagement. By doing so, we aim to stimulate a discourse on user involvement within the field of online mental health interventions.
We shortly describe three different methods (the expert-driven method, intervention mapping, and scrum) that were currently used to develop web-based health interventions. We will focus to what extent the end user was involved in the developmental phase, and what the additional challenges were. In the final paragraph, lessons learned are summarized, and recommendations provided.
Every method seems to have its trade-off: if end users are highly involved, availability of end users and means become problematic. If end users are less actively involved, the product may be less appropriate for the end user. Other challenges to consider are the funding of the more active role of technological companies, and the time it takes to process the results of shorter development cycles.
Thinking about user-centered design and carefully planning, the involvement of end users should become standard in the field of web-based (mental) health. When deciding on the level of user involvement, one should balance the need for input from users with the availability of resources such as time and funding.
尽管许多基于网络的心理健康干预措施不断推出,但最终用户的实际采用率却很有限。在开发这些干预措施时,最终用户的参与程度较低被认为是采用率问题的一个重要原因。在本文中,我们就如何提高用户参与度提出了自己的见解。通过这样做,我们旨在激发在线心理健康干预领域关于用户参与的讨论。
我们简要描述了目前用于开发基于网络的健康干预措施的三种不同方法(专家驱动法、干预映射法和敏捷开发法)。我们将关注最终用户在开发阶段的参与程度以及存在的其他挑战。在最后一段中,总结了经验教训并提供了建议。
每种方法似乎都有其权衡之处:如果最终用户高度参与,最终用户的可用性和资源就会成为问题。如果最终用户参与度较低,产品可能不太适合最终用户。其他需要考虑的挑战包括技术公司更积极参与的资金问题,以及处理较短开发周期结果所需的时间。
考虑以用户为中心的设计并仔细规划,最终用户的参与应成为基于网络的(心理)健康领域的标准做法。在决定用户参与程度时,应在用户投入需求与时间和资金等资源可用性之间取得平衡。