scholarly journals A Mobile App–Based Intervention for Depression: End-User and Expert Usability Testing Study

2018 ◽  
Vol 5 (3) ◽  
pp. e54 ◽  
Author(s):  
Matthew Fuller-Tyszkiewicz ◽  
Ben Richardson ◽  
Britt Klein ◽  
Helen Skouteris ◽  
Helen Christensen ◽  
...  

Background Despite the growing number of mental health apps available for smartphones, the perceived usability of these apps from the perspectives of end users or health care experts has rarely been reported. This information is vital, particularly for self-guided mHealth interventions, as perceptions of navigability and quality of content are likely to impact participant engagement and treatment compliance. Objective The aim of this study was to conduct a usability evaluation of a personalized, self-guided, app-based intervention for depression. Methods Participants were administered the System Usability Scale and open-ended questions as part of a semistructured interview. There were 15 participants equally divided into 3 groups: (1) individuals with clinical depression who were the target audience for the app, (2) mental health professionals, and (3) researchers who specialize in the area of eHealth interventions and/or depression research. Results The end-user group rated the app highly, both in quantitative and qualitative assessments. The 2 expert groups highlighted the self-monitoring features and range of established psychological treatment options (such as behavioral activation and cognitive restructuring) but had concerns that the amount and layout of content may be difficult for end users to navigate in a self-directed fashion. The end-user data did not confirm these concerns. Conclusions Encouraging participant engagement via self-monitoring and feedback, as well as personalized messaging, may be a viable way to maintain participation in self-guided interventions. Further evaluation is necessary to determine whether levels of engagement with these features enhance treatment effects.


2017 ◽  
Author(s):  
Matthew Fuller-Tyszkiewicz ◽  
Ben Richardson ◽  
Britt Klein ◽  
Helen Skouteris ◽  
Helen Christensen ◽  
...  

BACKGROUND Despite the growing number of mental health apps available for smartphones, the perceived usability of these apps from the perspectives of end users or health care experts has rarely been reported. This information is vital, particularly for self-guided mHealth interventions, as perceptions of navigability and quality of content are likely to impact participant engagement and treatment compliance. OBJECTIVE The aim of this study was to conduct a usability evaluation of a personalized, self-guided, app-based intervention for depression. METHODS Participants were administered the System Usability Scale and open-ended questions as part of a semistructured interview. There were 15 participants equally divided into 3 groups: (1) individuals with clinical depression who were the target audience for the app, (2) mental health professionals, and (3) researchers who specialize in the area of eHealth interventions and/or depression research. RESULTS The end-user group rated the app highly, both in quantitative and qualitative assessments. The 2 expert groups highlighted the self-monitoring features and range of established psychological treatment options (such as behavioral activation and cognitive restructuring) but had concerns that the amount and layout of content may be difficult for end users to navigate in a self-directed fashion. The end-user data did not confirm these concerns. CONCLUSIONS Encouraging participant engagement via self-monitoring and feedback, as well as personalized messaging, may be a viable way to maintain participation in self-guided interventions. Further evaluation is necessary to determine whether levels of engagement with these features enhance treatment effects.



2021 ◽  
pp. 002076402110230
Author(s):  
Joke C van Nieuw Amerongen-Meeuse ◽  
Arjan W Braam ◽  
Christa Anbeek ◽  
Jos WR Twisk ◽  
Hanneke Schaap-Jonker

Background: Patient satisfaction with religious/spiritual (R/S) care during mental health treatment has been associated with a better treatment alliance. Aims: To investigate the longitudinal relations between (un)met R/S care needs and treatment alliance/compliance over a 6-month period. Method: 201 patients in a Christian (CC) and a secular mental health clinic completed a questionnaire (T0) containing an R/S care needs questionnaire, the Working Alliance Inventory (WAI) and the Service Engagement Scale (SES). After 6 months 136 of them took part in a follow-up (T1). Associations were analysed using hybrid linear mixed models and structural equation modelling. Results: R/S care needs decreased over time, but a similar percentage remained unanswered (e.g. 67% of the needs on R/S conversations in a secular setting). Over a 6-month period, met R/S care needs were associated with a higher WAI score (β = .25; p < .001), and unmet R/S care needs with lower WAI score (β = −.36; p < .001), which were mainly between subjects effects. Patients reporting a high score of unmet R/S care at baseline, reported a decrease in SES over time (β = −.13; p < .05). Conclusions: Satisfaction with R/S care among mental health patients is related to a better treatment alliance. When unmet R/S care needs persist, they precede a decrease in treatment compliance. Mental health professionals are recommended to assess the presence of R/S care needs and consider possibilities of R/S care especially in the first weeks of treatment.



10.2196/19271 ◽  
2020 ◽  
Vol 7 (8) ◽  
pp. e19271
Author(s):  
Daisy Radha Singla ◽  
Sasha Lemberg-Pelly ◽  
Andrea Lawson ◽  
Nika Zahedi ◽  
Tyla Thomas-Jacques ◽  
...  

Background Task sharing has been used worldwide to improve access to mental health care, where nonspecialist providers—individuals with no formal training in mental health—have been trained to effectively treat perinatal depressive and anxiety symptoms. Little formative research has been conducted to examine relevant barriers and facilitators of nonspecialist providers and the use of telemedicine in treatment service delivery. Objective The primary objective of this study was to examine the main barriers and facilitators of nonspecialist provider–delivered psychological treatments for perinatal populations with common mental health disorders, such as depression and anxiety, from a multistakeholder perspective. Methods This study took place in Toronto, Canada. In total, 33 in-depth interviews were conducted with multiple stakeholder groups (women with lived experience and their significant others, as well as health and mental health professionals). Qualitative data were quantified to estimate commonly endorsed themes within and across stakeholder groups. Results Psychological treatments delivered by nonspecialist providers were considered acceptable by the vast majority of participants (30/33, 90%). Across all stakeholder groups, nurses (20/33, 61%) and midwives (14/33, 42%) were the most commonly endorsed cadre of nonspecialist providers. The majority of stakeholders (32/33, 97%) were amenable to nonspecialist providers delivering psychological treatment via telemedicine (27/33, 82%), although concerns were raised about the ability to establish a therapeutic alliance via telemedicine (16/33, 48%). Empathy was the most desired characteristic of a nonspecialist provider (61%). Patient and patient advocate stakeholders were more likely to emphasize stigma as an important barrier to accessing psychological treatments (7/12, 58%), compared to clinicians (2/9, 22%) and spouses (1/5, 20%). Clinician stakeholders were more likely to emphasize the importance of ensuring nonspecialist providers were trained to deliver psychological treatments (3/9, 33%), compared to other stakeholder groups. Conclusions These results can inform the design, implementation, and integration of nonspecialist-delivered interventions via telemedicine for women with perinatal depressive and anxiety symptoms in high-income country contexts.



2021 ◽  
Author(s):  
Gayl Humphrey ◽  
Joanna Chu ◽  
Rebecca Ruwhui-Collins ◽  
Stephanie Erick ◽  
Nicki Dowling ◽  
...  

BACKGROUND Many people experiencing harms and problems from gambling do not seek treatment from gambling treatment services due to numerous personal and resource barriers. Mobile health (mHealth) interventions are widely used across a diverse range of health care areas and by various population groups, but there are few in the gambling harm field, despite their potential as an additional modality for the delivery of treatment. OBJECTIVE This study aims to understand the needs, preferences and priorities of people experiencing gambling harms or problems who are potential end-users of a cognitive behavioural therapy (CBT) mHealth intervention (based on the GAMBLINGLESS web-based intervention) to inform design features and functions. METHODS Drawing on a mixed-methods approach, we used the creators and domain experts to review the GAMBLINGLESS web-based online program and convert it into a prototype for a mobile phone-based intervention. Each module was reviewed against the original evidence-base to ensure that the changes maintained the fidelity and conceptual integrity intended and to ensure that there were no gaps. Early wireframes, design ideas (look, feel and function) and content examples were to be developed using multi-modalities, to help initiate discussions and ideas with end-users. Using an iterative co-creation process with a Young Adult, a Māori and a Pasifika Peoples group, all with experiences of problem or harmful gambling, we undertook six focus groups; two cycles per group. During each focus group, participants identified preferences, features, and functions for inclusion in a final design of the mHealth intervention and its content. RESULTS Over three months, the GAMBLINGLESS web-based intervention was reviewed and remapped from four modules to six. This revised program is based on the principles underpinning the Transtheoretical Model, in which it is recognised that some end-users will be more ready to change than others, change is a process than unfolds over time, a non-linear progression is common, and that different intervention options may be required by end-users across the stages of change. Two cycles of focus groups were then conducted, with a total of 30 unique participants (13 Māori, 9 Pasifika and 8 Young Adults) at the first sessions and 18 participants (7 Māori, 6 Pasifika and 5 Young Adults) at the second sessions. Using prototype examples that demonstrably reflected the focus group discussions and ideas, the features, functions and designs for the Manaaki app were finalised. Aspects such as personalisation, cultural relevance, and being positively framed were key attributes identified. Congruence of the final app attributes with the conceptual frameworks of the original program was also confirmed. CONCLUSIONS Those who experience gambling harms may not seek help from current treatment providers and as such, finding new modalities to provided treatment and support are needed. mHealth has the potential to deliver interventions direct to the end-user. Weaving underpinning theory and existing evidence of effective treatment with end-user input into the design and development of the mHealth intervention does not guarantee success. However, it does provide a foundation for framing the mechanism, context and content of the intervention and arguably provides a greater chance of demonstrating effectiveness.



This companion guide for clinicians working with oncology patients outlines clinical management of depression, demoralization and anxiety in a pragmatic format for use in everyday practice. The specific aim is to describe treatments that can be utilized by cancer clinicians and by mental health professionals training in psycho-oncology. The guide is not intended to replace national clinical guidelines and policies but gives a more generic international overview of the important factors and elements that need to be considered when dealing with clinical anxiety and depression in cancer patients at all points on the treatment trajectory. The guide covers assessment methods for clinical anxiety, demoralization and depression, psychopharmacological and psychological treatment methods, along with information on dealing with psychiatric emergencies and self-harm issues. The guide does not offer a comprehensive description of psychotherapy techniques: these can be found in the IPOS Handbook of Psychotherapy in Cancer Care. Policies, service issues, ethical, confidentiality, and communication issues are also covered. The guide is intended as a brief pocketbook manual that can be used for quick reference.



Author(s):  
Matthias Domhardt ◽  
Eva-Maria Messner ◽  
Anna-Sophia Eder ◽  
Sophie Engler ◽  
Lasse B. Sander ◽  
...  

Abstract Background The access to empirically-supported treatments for common mental disorders in children and adolescents is often limited. Mental health apps might extend service supplies, as they are deemed to be cost-efficient, scalable and appealing for youth. However, little is known about the quality of available apps. Therefore, we aimed to systematically evaluate current mobile-based interventions for pediatric anxiety, depression and posttraumatic stress disorder (PTSD). Methods Systematic searches were conducted in Google Play Store and Apple App Store to identify relevant apps. To be eligible for inclusion, apps needed to be: (1) designed to target either anxiety, depression or PTSD in youth (0–18 years); (2) developed for children, adolescents or caregivers; (3) provided in English or German; (4) operative after download. The quality of eligible apps was assessed with two standardized rating systems (i.e., Mobile App Rating Scale (MARS) and ENLIGHT) independently by two reviewers. Results Overall, the searches revealed 3806 apps, with 15 mental health apps (0.39%) fulfilling our inclusion criteria. The mean overall scores suggested a moderate app quality (MARS: M = 3.59, SD = 0.50; ENLIGHT: M = 3.22, SD = 0.73). Moreover, only one app was evaluated in an RCT. The correlation of both rating scales was high (r = .936; p < .001), whereas no significant correlations were found between rating scales and user ratings (p > .05). Conclusions Our results point to a rather poor overall app quality, and indicate an absence of scientific-driven development and lack of methodologically sound evaluation of apps. Thus, future high-quality research is required, both in terms of theoretically informed intervention development and assessment of mental health apps in RCTs. Furthermore, institutionalized best-practices that provide central information on different aspects of apps (e.g., effectiveness, safety, and data security) for patients, caregivers, stakeholders and mental health professionals are urgently needed.



2020 ◽  
Author(s):  
Winnie Szu Yun Chin ◽  
Alicia Kurowski ◽  
Rebecca Gore ◽  
Guanling Chen ◽  
Laura Punnett ◽  
...  

BACKGROUND Process evaluation measures the context in which an outcome was or was not achieved through the ongoing monitoring of operations. Mobile apps are a potentially less burdensome tool for collecting these metrics in real time from participants. Research-driven apps are not always developed while paying attention to their usability for target users. Usability testing uncovers gaps in researchers’, developers’, and users’ mental models of what an efficient, effective, and satisfying product looks like and facilitates design improvement. Models may vary by user demographics. OBJECTIVE This study describes the development of a mobile app for collecting process evaluation metrics in an intervention study with health care workers that uses feedback at multiple stages to refine the app design, quantify usage based on workers' overall adoption of the app and the app's specific function, and compare the demographic and job characteristics of end users. METHODS An app was developed to evaluate the Center for Promotion of Health in the New England Workplace Healthy Workplace Participatory Program, which trains teams to develop solutions for workforce health obstacles. Labor-management health and safety committee members, program champions, and managers were invited to use the app. An accompanying website was available for team facilitators. The app’s 4 functions were meeting creation, postmeeting surveys, project time logs, and chat messages. Google Analytics recorded screen time. Two stages of pilot tests assessed functionality and usability across different device software, hardware, and platforms. In stage 1, student testers assessed the first functional prototype by performing task scenarios expected from end users. Feedback was used to fix issues and inform further development. In stage 2, the app was offered to all study participants; volunteers completed task scenarios and provided feedback at deployment. End user data for 18 months after deployment were summarized and compared by user characteristics. RESULTS In stage 1, functionality problems were documented and fixed. The System Usability Scale scores from 7 student testers corresponded to <i>good</i> usability (mobile app=72.9; website=72.5), whereas 15 end users rated usability as <i>ok</i> (mobile app=64.7; website=62.5). Predominant usability themes from student testers were <i>flexibility and efficiency</i> and <i>visibility of system status</i>; end users prioritized <i>flexibility and</i> <i>efficiency</i> and <i>recognition rather than recall</i>. Both student testers and end users suggested useful features that would have resulted in the large-scale restructuring of the back end; these were considered for their benefits versus cost. In stage 2, the median total use time over 18 months was 10.9 minutes (IQR 23.8) and 14.5 visits (IQR 12.5). There were no observable patterns in use by demographic characteristics. CONCLUSIONS Occupational health researchers developing a mobile app should budget for early and iterative testing to find and fix problems or usability issues, which can increase eventual product use and prevent potential gaps in data.



2020 ◽  
Author(s):  
Felwah Alqahtani ◽  
Andrea Winn ◽  
Rita Orji

BACKGROUND Recent advances in mobile technology have created opportunities to develop mobile applications (apps) to aid and assist people in achieving various health and wellness goals. Mental health apps hold significant potential to assist people suffering from various mental health issues at any time they may need it, considering the ubiquitous nature of mobile phones. However, there is a need for research exploring and understanding end-users’ perceptions, needs, and concerns with respect to such technologies. OBJECTIVE The goal of this paper is to explore the opinions, perceptions, preferences, and experiences of people who have experienced some forms of mental health issues based on self-diagnosis to inform the design of a next-generation mental health app that would be significantly more engaging and effective than currently available apps at improving mental health and well-being. METHODS We conducted six focus-group sessions with people who have experienced mental health issues based on self-diagnosis (Average age= 26.7, N = 32, 50% male, 50% female). We asked participants about their experiences with mental health issues and their viewpoints regarding two existing mental health apps (Happify app and the Self-Help Anxiety Management app). Finally, participants engaged in a design session where they each sketched a design for their ideal mental health and well-being mobile app. RESULTS Our findings revealed that participants used some strategies to deal with their mental health issues: 1) doing something to distract themselves from their current negative mood, 2) using relaxation exercises and methods to relieve symptoms, 3) interacting with others to share their issues, 4) looking for an external source to solve their problem, and 5) motivating themselves by repeating motivational sentences to support themselves or by following inspirational people. Moreover, regarding the design of mental health apps, participants identified that 1) general design characteristics, 2) personalization of the app, including 3) tracking and feedback, 4) live support, and 5) social community, and providing 6) motivational content and 7) relaxation exercises are the most important features users want in a mental health app. In contrast, including 8) games, 9) relaxation audio, 10) the Google map function, 11) personal assistance to provide suggestions, 12) goal setting, and 13) privacy preserving were surprisingly the least requested features. CONCLUSIONS Understanding end-users’ needs and concerns about mental health apps will inform the future design of mental health apps that are useful and used by many people. CLINICALTRIAL



Author(s):  
Shai Shorer ◽  
Yael Caspi ◽  
Hadass Goldblatt ◽  
Faisal Azaiza

Abstract Many veterans coping with combat-post-traumatic stress disorder (PTSD) refrain from seeking psychological treatment. We explored the nature of illness recognition and treatment utilisation in two different cultural groups of Israeli veterans—Bedouin and Jewish. Using qualitative research methods, we interviewed twenty veterans dealing with PTSD (ten Bedouin and ten Jewish) and ten mental health professionals. Participants shared their experiences of symptoms, the ways they coped, and their perception of the costs and benefits of psychological treatment. Two main themes emerged: (i) ‘Veterans’ Perceptions of Their Mental Injury’. In stark contrast to their Jewish counterparts, Bedouin participants described extreme lack of understanding regarding the relationship between their exposure to combat trauma and their distress; (ii) ‘Veterans’ Perceptions of the Mental Health Services’. Bedouin veterans expressed fear of the stigma associated with PTSD and its detrimental social implications, for them and their families. Jewish veterans emphasised the beneficial and informative role of therapy. The findings underscore the impact of different cultural codes on help-seeking behaviours and on the ability to benefit from psychological treatment. It is recommended that mental health practitioners consider cultural backgrounds and individual differences when implementing trauma interventions, to fine-tune their suitability to veterans facing excessive barriers to care.



2017 ◽  
Vol 4 (2) ◽  
pp. e22 ◽  
Author(s):  
Caryn Kseniya Rubanovich ◽  
David C Mohr ◽  
Stephen M Schueller

Background Researchers have largely turned to commercial app stores, randomized trials, and systematic reviews to make sense of the mHealth landscape. Few studies have approached understanding by collecting information from target end users. The end user perspective is critical as end user interest in and use of mHealth technologies will ultimately drive the efficacy of these tools. Objective The purpose of this study was to obtain information from end users of mHealth technologies to better understand the physical and mental health apps people use and for what purposes. Methods People with depressive or anxious symptoms (N=176) seeking entry into a trial of mental health and well-being apps for Android devices completed online questionnaires assessing depression and anxiety (Patient Health Questionnaire-9 and Generalized Anxiety Disorder-7), past and current mental health treatment-seeking behavior, overall mobile device use, and use of mobile health apps. Participants reported the physical health and mental health apps on their devices and their reasons for using them. Data were extracted from the participant self-reports and apps and app purposes were coded in order to categorize them. Results Participants were largely white, middle-aged females from the Midwest region of the United States recruited via a health care organization and Web-based advertising (135 female, 41 male, mean age 38.64 years, age range 19-75 years.) Over three-quarters (137/176, 77.8%) of participants indicated having a health app on their device. The top 3 kinds of apps were exercise, fitness, and pedometers or heart rate monitoring apps (93/176, 52.8%); diet, food, or calorie counting apps (65/177, 36.9%); and mental health/wellness apps (46/177, 26.1%). The mean number of mobile physical and mental health apps on a participant’s phone was 2.15 (SD 3.195). Of 176 participants, 107 (60.8%) specifically reported the top 5 health apps that they used and their purposes. Across the 107 participants, a total of 285 apps were reported, with 139 being unique apps. The majority of these apps were free (129/139, 92.8%). Almost two-thirds of participants (67/107, 62.6%) reported using health apps at least on a daily basis. Conclusions Among those seeking support for their well-being via physical and mental health apps, people are using a variety of health apps. These people use health apps on a daily basis, especially free apps. The most common reason for using a health app is to track some health-related data; for mental health apps specifically, training or habit building was the most popular reason. Understanding the end user perspective is important because it allows us to build on the foundation of previously established mHealth research and may help guide future work in mHealth. Trial Registration Clinicaltrials.gov NCT02176226; https://clinicaltrials.gov/ct2/show/NCT02176226 (Archived by WebCite at http://www.webcitation.org/6rGc1MGyM)



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