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为焦虑症青少年开发基于互联网的认知行为疗法干预措施:CoolMinds干预措施的设计、可用性及初步评估

Developing an Internet-Based Cognitive Behavioral Therapy Intervention for Adolescents With Anxiety Disorders: Design, Usability, and Initial Evaluation of the CoolMinds Intervention.

作者信息

Sørensen Nikita Marie, Skaarnes Helene, Mathiasen Kim, Thastum Mikael, Lomholt Johanne Jeppesen

机构信息

Department of Psychology and Behavioral Sciences, Aarhus University, Aarhus C, Denmark.

Department of Clinical Research, University of Southern Denmark, Odense, Denmark.

出版信息

JMIR Form Res. 2025 Apr 8;9:e66966. doi: 10.2196/66966.

Abstract

BACKGROUND

Digital mental health interventions may help increase access to psychological treatment for adolescents with anxiety disorders. However, many clinical evaluations of digital treatments report low adherence and engagement and high dropout rates, which remain challenges when the interventions are implemented in routine care. Involving intended end users in the development process through user-centered design methods may help maximize user engagement and establish the validity of interventions for implementation.

OBJECTIVE

This study aimed to describe the methods used to develop a new internet-based cognitive behavioral therapy intervention, CoolMinds, within a user-centered design framework.

METHODS

The development of intervention content progressed in three iterative design phases: (1) identifying needs and design specifications, (2) designing and testing prototypes, and (3) running feasibility tests with end users. In phase 1, a total of 24 adolescents participated in a user involvement workshop exploring their preferences on graphic identity and communication styles as well as their help-seeking behavior. In phase 2, a total of 4 adolescents attended individual usability tests in which they were presented with a prototype of a psychoeducational session and asked to think aloud about their actions on the platform. In phase 3, a total of 7 families from the feasibility trial participated in a semistructured interview about their satisfaction with and initial impressions of the platform and intervention content while in treatment. Activities in all 3 phases were audio recorded, transcribed, and coded using thematic analysis and qualitative description design. The intervention was continuously revised after each phase based on the feedback.

RESULTS

In phase 1, adolescent feedback guided the look and feel of the intervention content (ie, color scheme, animation style, and communication style). Participants generally liked content that was relatable and age appropriate and felt motivating. Animations that resembled "humans" received more votes as adolescents could better "identify" themselves with them. Communication should preferably be "supportive" and feel "like a friend" talking to them. Statements including praise-such as "You're well on your way. How are you today?"-received the most votes (12 votes), whereas directive statements such as "Tell us how your day has been?" and "How is practicing your steps going?" received the least votes (2 and 0 votes, respectively). In phase 2, adolescents perceived the platform as intuitive and easy to navigate and the session content as easy to understand but lengthy. In phase 3, families were generally satisfied with the intervention content, emphasizing the helpfulness of graphic material to understand therapeutic content. Their feedback helped identify areas for further improvement, such as editing down the material and including more in-session breaks.

CONCLUSIONS

Using user involvement practices in the development of interventions helps ensure continued alignment of the intervention with end-user needs and may help establish the validity of the intervention for implementation in routine care practice.

摘要

背景

数字心理健康干预可能有助于增加焦虑症青少年获得心理治疗的机会。然而,许多数字治疗的临床评估报告显示依从性和参与度较低,辍学率较高,在常规护理中实施干预措施时,这些问题仍然是挑战。通过以用户为中心的设计方法让目标最终用户参与开发过程,可能有助于最大限度地提高用户参与度,并确立干预措施在实施中的有效性。

目的

本研究旨在描述在以用户为中心的设计框架内开发一种新的基于互联网的认知行为疗法干预措施CoolMinds所使用的方法。

方法

干预内容的开发分三个迭代设计阶段进行:(1)确定需求和设计规范,(2)设计和测试原型,(3)与最终用户进行可行性测试。在第1阶段,共有24名青少年参加了一个用户参与研讨会,探讨他们对图形标识和沟通方式的偏好以及他们的求助行为。在第2阶段,共有4名青少年参加了个体可用性测试,在测试中向他们展示了一个心理教育课程的原型,并要求他们边操作边大声说出自己的行为。在第3阶段,可行性试验中的7个家庭参加了一次半结构化访谈,询问他们在治疗期间对平台和干预内容的满意度及初步印象。所有三个阶段的活动都进行了录音、转录,并使用主题分析和定性描述设计进行编码。每个阶段结束后,根据反馈对干预措施进行持续修订。

结果

在第1阶段,青少年的反馈指导了干预内容的外观和感觉(即配色方案、动画风格和沟通方式)。参与者普遍喜欢相关且适合年龄的内容,并感到很有动力。类似“人类”的动画获得了更多选票,因为青少年能够更好地与它们“产生共鸣”。沟通最好是“支持性的”,感觉“像朋友”在和他们交谈。包括赞扬的语句,如“你进展得很顺利。你今天怎么样?”获得了最多选票(12票),而指导性语句,如“告诉我们你今天过得怎么样?”和“练习步骤进行得如何?”获得的选票最少(分别为2票和0票)。在第2阶段,青少年认为该平台直观且易于导航,课程内容易于理解但篇幅较长。在第3阶段,家庭对干预内容总体满意,强调图形材料对理解治疗内容的帮助。他们的反馈有助于确定需要进一步改进的领域,如精简材料并增加更多的课程休息时间。

结论

在干预措施的开发中采用用户参与做法有助于确保干预措施与最终用户需求持续保持一致,并可能有助于确立干预措施在常规护理实践中实施的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/bb9c/12015348/ae32ace581db/formative_v9i1e66966_fig1.jpg

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