Fleming Theresa, Merry Sally, Stasiak Karolina, Hopkins Sarah, Patolo Tony, Ruru Stacey, Latu Manusiu, Shepherd Matthew, Christie Grant, Goodyear-Smith Felicity
Department of Psychological Medicine, University of Auckland, Auckland, New Zealand.
Faculty of Health, Victoria University of Wellington, Wellington, New Zealand.
JMIR Ment Health. 2019 May 8;6(5):e12656. doi: 10.2196/12656.
New Zealand youth, especially those of Māori and Pacific descent, have high rates of depression, anxiety, and self-harm, but have low rates of help-seeking from mental health professionals. Apps, computerized therapy, and other digital tools can be effective, highly scalable treatments for anxiety and depression. Co-design processes are often used to foster engagement with end users, but this does not always lead to high levels of engagement.
We aimed to carry out preliminary scoping to understand adolescents' current internet use and diversity of preferences to inform a planned co-design process for creating digital mental health tools for teenagers.
Interactive workshops and focus groups were held with young people. Data were analyzed using a general inductive approach.
Participants (N=58) engaged in 2 whānau (extended family) focus groups (n=4 and n=5), 2 school- or community-based focus groups (n=9 each), and 2 workshops (n=11 and n=20). The authors identified 3 overarching themes: (1) Digital mental health tools are unlikely to be successful if they rely solely on youth help-seeking. (2) A single approach is unlikely to appeal to all. Participants had diverse, noncompatible preferences in terms of look or feel of an app or digital tool. The authors identified 4 user groups players or gamers, engagers, sceptics, and straight-talkers. These groups differed by age and degree of current mental health need and preferred gamified or fun approaches, were open to a range of approaches, were generally disinterested, or preferred direct-to-the-point, serious approaches, respectively. (3) Digital mental health tools should provide an immediate response to a range of different issues and challenges that a young person may face.
Defining the preferences of different groups of users may be important for increasing engagement with digital therapies even within specific population and mental health-need groups. This study demonstrates the importance of scoping possible user needs to inform design processes.
新西兰的青少年,尤其是毛利族和太平洋岛民后裔,抑郁症、焦虑症和自我伤害的发生率很高,但向心理健康专业人员求助的比例很低。应用程序、计算机化治疗和其他数字工具对于焦虑症和抑郁症来说可能是有效的、具有高度可扩展性的治疗方法。共同设计流程经常被用于促进与最终用户的互动,但这并不总是能带来高水平的参与度。
我们旨在进行初步的范围界定,以了解青少年当前的互联网使用情况和偏好的多样性,为计划中的共同设计流程提供信息,该流程旨在为青少年创建数字心理健康工具。
与年轻人举办了互动研讨会和焦点小组。使用一般归纳法对数据进行分析。
参与者(N = 58)参加了2个大家庭焦点小组(每组4人和5人)、2个基于学校或社区的焦点小组(每组9人)以及2个研讨会(分别为11人和20人)。作者确定了3个总体主题:(1)如果数字心理健康工具仅仅依赖于青少年主动寻求帮助,那么它们不太可能成功。(2)单一的方法不太可能吸引所有人。参与者在应用程序或数字工具的外观或感觉方面有不同的、不兼容的偏好。作者确定了4个用户群体:玩家或游戏者、参与者、怀疑者和直言者。这些群体在年龄和当前心理健康需求程度上有所不同,分别更喜欢游戏化或有趣的方法、对一系列方法持开放态度、普遍不感兴趣或更喜欢直截了当、严肃的方法。(3)数字心理健康工具应该对年轻人可能面临的一系列不同问题和挑战提供即时回应。
确定不同用户群体的偏好对于提高对数字疗法的参与度可能很重要,即使是在特定人群和有心理健康需求的群体中。本研究证明了确定可能的用户需求以指导设计流程的重要性。