Ribanszki Robert, Saez Fonseca Jose Andres, Barnby Joseph Matthew, Jano Kimberly, Osmani Fatima, Almasi Soma, Tsakanikos Elias
Thrive: Therapeutic Software, London, United Kingdom.
Division of Psychiatry, Univeristy College London, London, United Kingdom.
JMIR Form Res. 2021 Aug 27;5(8):e14004. doi: 10.2196/14004.
Mental health digital apps hold promise for providing scalable solutions to individual self-care, education, and illness prevention. However, a problem with these apps is that they lack engaging user interfaces and experiences and thus potentially result in high attrition. Although guidelines for new digital interventions for adults have begun to examine engagement, there is a paucity of evidence on how to best address digital interventions for adolescents. As adolescence is a period of transition, during which the onset of many potentially lifelong mental health conditions frequently occurs, understanding how best to engage this population is crucial.
The study aims to detect potential barriers to engagement and to gather feedback on the current elements of app design regarding user experience, user interface, and content.
This study used a qualitative design. A sample of 14 adolescents was asked to use the app for 1 week and was interviewed using a semistructured interview schedule. The interviews were transcribed and analyzed using thematic analysis.
Overall, 13 participants completed the interviews. The authors developed 6 main themes and 20 subthemes based on the data that influenced engagement with and the perceived usefulness of the app. Our main themes were timing, stigma, perception, congruity, usefulness, and user experience.
In line with previous research, we suggest how these aspects of app development should be considered for future apps that aim to prevent and manage mental health conditions.
心理健康数字应用有望为个人自我护理、教育及疾病预防提供可扩展的解决方案。然而,这些应用存在一个问题,即缺乏引人入胜的用户界面和体验,从而可能导致高流失率。尽管针对成人的新型数字干预指南已开始审视用户参与度,但关于如何最好地应对青少年数字干预的证据却很少。由于青春期是一个过渡时期,在此期间许多可能伴随一生的心理健康问题常常开始出现,因此了解如何最好地吸引这一人群至关重要。
本研究旨在发现参与度的潜在障碍,并收集关于应用设计在用户体验、用户界面和内容方面当前要素的反馈。
本研究采用定性设计。选取14名青少年作为样本,要求他们使用该应用1周,并采用半结构化访谈提纲进行访谈。访谈内容经转录后使用主题分析法进行分析。
总体而言,13名参与者完成了访谈。作者基于影响应用参与度和感知有用性的数据,归纳出6个主要主题和20个子主题。我们的主要主题是时机、污名、认知、一致性、有用性和用户体验。
与之前的研究一致,我们建议对于未来旨在预防和管理心理健康问题的应用,应如何考虑应用开发的这些方面。