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基于手机的应用程序在青少年焦虑认知行为治疗中的应用(MindClimb):以用户为中心的设计和可用性研究。

A Mobile Phone-Based App for Use During Cognitive Behavioral Therapy for Adolescents With Anxiety (MindClimb): User-Centered Design and Usability Study.

机构信息

Department of Pediatrics, University of Alberta, Edmonton, AB, Canada.

IWK Health Centre, Halifax, NS, Canada.

出版信息

JMIR Mhealth Uhealth. 2020 Dec 8;8(12):e18439. doi: 10.2196/18439.

Abstract

BACKGROUND

Mobile device-based tools to help adolescents practice skills outside of cognitive behavioral therapy (CBT) sessions for treating an anxiety disorder may lead to greater treatment gains.

OBJECTIVE

This study aimed to develop, design, and test the acceptability, learnability, heuristics, and usability of MindClimb, a smartphone-based app for adolescents with anxiety to use between CBT sessions to plan and complete exposure activities using skills (cognitive, relaxation, exposure practice, and reward) learned in treatment.

METHODS

This 3-phase study took place from August 2015 to December 2018. In phase 1, the app was designed and developed in consultation with young people and CBT therapists to identify desired functions and content. Feedback was subjected to thematic analysis using a general inductive approach. In phase 2, we conducted 2 high-fidelity testing sessions using the think-aloud approach (acceptability, learnability, usability) and 10-item System Usability Scale with 10 adolescents receiving CBT. The high-fidelity MindClimb app was evaluated by 5 app developers based on Nielsen's usability heuristics and 5-point severity ranking scale. In phase 3, a total of 8 adolescents and 3 therapists assessed the usability of MindClimb during CBT sessions by recording the frequency of skills practice, use of MindClimb features, satisfaction with the app, and barriers and facilitators to app use during treatment.

RESULTS

Feedback from phase 1 consultations indicated that the app should (1) be responsive to user needs and preferences, (2) be easy to use and navigate, (3) have relevant content to the practice of CBT for anxiety, and (4) be aesthetically appealing. Using this feedback as a guide, a fully functional app prototype for usability testing and heuristic evaluation was developed. In phase 2, think-aloud and usability data resulted in minor revisions to the app, including refinement of exposure activities. The average system usability score was 77 in both testing cycles, indicating acceptable usability. The heuristic evaluation by app developers identified only minor errors (eg, loading speed of app content, with a score of 1 on the severity ranking scale). In phase 3, adolescents considered app features for completing exposure (6.2/10) and relaxation (6.4/10) modestly helpful. Both adolescents (average score 11.3/15, SD 1.6) and therapists (average score 10.0/12, 2.6 SD) reported being satisfied with the app.

CONCLUSIONS

The user-centered approach to developing and testing MindClimb resulted in a mobile health app that can be used by adolescents during CBT for anxiety. Evaluation of the use of this app in a clinical practice setting demonstrated that adolescents and therapists generally felt it was helpful for CBT practice outside of therapy sessions. Implementation studies with larger youth samples are necessary to evaluate how to optimize the use of technology in clinical care and examine the impact of the app plus CBT on clinical care processes and patient outcomes.

摘要

背景

帮助青少年在认知行为疗法 (CBT) 治疗焦虑障碍的疗程之外练习技能的移动设备工具可能会带来更大的治疗效果。

目的

本研究旨在开发、设计并测试 MindClimb 的可接受性、易学性、启发式和可用性,这是一款为焦虑症青少年设计的基于智能手机的应用程序,用于在 CBT 疗程之间规划和完成使用治疗中习得的技能(认知、放松、暴露练习和奖励)的暴露活动。

方法

这项 3 阶段研究于 2015 年 8 月至 2018 年 12 月进行。在第 1 阶段,与年轻人和 CBT 治疗师协商设计和开发应用程序,以确定所需的功能和内容。使用一般归纳方法对反馈进行主题分析。在第 2 阶段,我们使用“思考 aloud”方法(可接受性、易学性、可用性)进行了 2 次高保真度测试会议,并对接受 CBT 的 10 名青少年进行了 10 项系统可用性量表测试。基于尼尔森的可用性启发式和 5 分严重程度排名量表,对 5 名应用程序开发人员对高保真度的 MindClimb 应用程序进行了评估。在第 3 阶段,8 名青少年和 3 名治疗师在 CBT 疗程中评估了 MindClimb 的可用性,记录技能练习的频率、MindClimb 功能的使用、对应用程序的满意度,以及治疗期间应用程序使用的障碍和促进因素。

结果

第 1 阶段咨询的反馈表明,该应用程序应该(1)对用户的需求和偏好做出响应,(2)易于使用和导航,(3)具有与焦虑症 CBT 实践相关的内容,以及(4)具有吸引力。根据这些反馈作为指导,开发了一个功能齐全的可用于可用性测试和启发式评估的原型应用程序。在第 2 阶段,思考 aloud 和可用性数据导致应用程序进行了细微的修订,包括对暴露活动的改进。在两个测试周期中,系统可用性平均得分为 77,表明可用性可接受。应用程序开发人员的启发式评估仅发现了一些小错误(例如,应用程序内容的加载速度,严重程度排名量表得分为 1)。在第 3 阶段,青少年认为完成暴露(6.2/10)和放松(6.4/10)的应用程序功能有一定帮助。青少年(平均 11.3/15,SD 1.6)和治疗师(平均 10.0/12,2.6 SD)都表示对应用程序满意。

结论

以用户为中心的方法开发和测试 MindClimb 导致了一款可用于青少年焦虑症 CBT 疗程之外的移动健康应用程序。在临床实践环境中评估该应用程序的使用情况表明,青少年和治疗师普遍认为该应用程序对疗程之外的 CBT 实践很有帮助。需要进行更大的青少年样本实施研究,以评估如何优化技术在临床护理中的使用,并研究该应用程序加 CBT 对临床护理流程和患者结局的影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/321e/7755529/3e6fc75317fb/mhealth_v8i12e18439_fig1.jpg

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