Service Universitaire de Psychiatrie de l'Enfant et de l'Adolescent, CHU de Toulouse, Hôpital Purpan, Place du Dr Baylac, TSA 40031, 31059, Toulouse cedex 9, France.
CERPOP, Université de Toulouse, Inserm, UPS, Toulouse, France.
BMC Psychiatry. 2021 Sep 25;21(1):467. doi: 10.1186/s12888-021-03478-7.
Anorexia Nervosa (AN) is a key target for E-Health programs considering the many barriers hindering patients' access to care and the disorder's severity. Although these programs have become more common and effective, they often have low adherence, especially among youth. This can hinder their implementation and effectiveness in real-world settings. User experience partly overlaps with the acceptability field and may provide insight into factors affecting adherence and adoption of E-Health programs. This study aimed to explore early acceptability and user experience of a companion app prototype for adolescents with AN using user-centered design methods.
We developed a prototype containing self-help material and emotions and behaviors evaluation and management features. Then we conducted a mixed evaluation combining semi structured focus group interviews and questionnaires in a clinician group and an AN patient group. We analyzed data using thematic analysis and descriptive statistics.
The app's overall appeal was adequate. The user experience questionnaire revealed the weakest dimensions, including novelty, dependability, and efficiency versus stimulation (i.e., ability to induce motivation to use the product) and perspicuity (i.e., easy to understand, to get familiar with). The qualitative data analysis revealed three central axes: acceptability, features, and use. We identified acceptability barriers and facilitators such as the importance of design and customization, especially for adolescents. Psychoeducation was a major feature for participants, as patients highlighted the difficulties they encountered when seeking disorders-related information.
This study shows the importance of including users in the different stages of an e-health intervention development, in order to identify their needs, general use and compliance patterns, to improve adherence and adoption of the program and its effectiveness.
神经性厌食症(AN)是电子健康计划的重点目标,因为有许多障碍阻碍了患者获得治疗的机会,而且该疾病的严重程度也很高。尽管这些计划越来越普遍且有效,但它们的依从性通常较低,尤其是在年轻人中。这可能会阻碍它们在现实环境中的实施和有效性。用户体验与可接受性领域部分重叠,可能为影响电子健康计划的依从性和采用的因素提供一些见解。本研究旨在使用以用户为中心的设计方法,探索针对 AN 青少年的伴侣应用程序原型的早期可接受性和用户体验。
我们开发了一个包含自助材料和情绪及行为评估和管理功能的原型。然后,我们在临床医生组和 AN 患者组中进行了结合半结构化焦点小组访谈和问卷调查的混合评估。我们使用主题分析和描述性统计对数据进行了分析。
应用程序的整体吸引力是足够的。用户体验问卷显示出最薄弱的维度,包括新颖性、可靠性、效率与激励(即,能够激发使用产品的动机)和清晰度(即,易于理解和熟悉)。定性数据分析揭示了三个中心轴:可接受性、功能和使用。我们确定了可接受性的障碍和促进因素,例如设计和定制的重要性,特别是对青少年而言。心理教育是参与者的一个主要特征,因为患者强调了他们在寻找与疾病相关的信息时遇到的困难。
本研究表明,在电子健康干预措施的不同开发阶段纳入用户非常重要,以便确定他们的需求、一般使用和依从模式,从而提高对计划的依从性和采用率及其有效性。