Erten Uyumaz Begum, Feijs Loe, Hu Jun
Faculty of Industrial Design, Eindhoven University of Technology, 5612AE Eindhoven, The Netherlands.
Int J Environ Res Public Health. 2021 Mar 12;18(6):2929. doi: 10.3390/ijerph18062929.
There are different ways to deliver Cognitive Behavioral Therapy for Insomnia (CBT-I), of which in-person (face to face) is the traditional delivery method. However, the scalability of in-person therapy is low. Digital Cognitive Behavioral Therapy for Insomnia (dCBT-I) is an alternative and there are tools on the market that are validated in clinical studies. In this paper, we provide a review of the existing evidence-based CBT-I apps and a summary of the published usability-oriented studies of these apps. The goal is to explore the range of interaction methods commonly applied in dCBT-I platforms, the potential impact for the users, and the design elements applied to achieve engagement. Six commercially available CBT-I apps tested by scientifically valid methods were accessed and reviewed. Commonalities were identified and categorized into interactive elements, CBT-I-related components, managerial features, and supportive motivational features. The dCBT-I apps were effectively assisting the users, and the type of interactions promoted engagement. The apps' features were based on design principles from interactive product design, experience design, online social media, and serious gaming. This study contributes to the field by providing a critical summary of the existing dCBT-I apps that could guide future developers in the field to achieve a high engagement.
失眠的认知行为疗法(CBT-I)有多种交付方式,其中面对面是传统的交付方式。然而,面对面治疗的可扩展性较低。数字认知行为疗法(dCBT-I)是一种替代方法,市场上有一些在临床研究中得到验证的工具。在本文中,我们对现有的循证CBT-I应用程序进行了综述,并总结了已发表的关于这些应用程序的以可用性为导向的研究。目的是探索dCBT-I平台中常用的交互方法范围、对用户的潜在影响以及为实现参与度而应用的设计元素。我们访问并审查了六个通过科学有效方法测试的商用CBT-I应用程序。确定了共性,并将其分为交互元素、与CBT-I相关的组件、管理功能和支持性激励功能。dCBT-I应用程序有效地帮助了用户,交互类型促进了参与度。这些应用程序的功能基于交互式产品设计、体验设计、在线社交媒体和严肃游戏的设计原则。本研究通过对现有dCBT-I应用程序进行批判性总结,为该领域做出了贡献,可为该领域未来的开发者提供指导,以实现高参与度。