| Literature DB >> 32012043 |
Saptarshi Purkayastha1, Siva Abhishek Addepally1, Sherri Bucher2.
Abstract
BACKGROUND: Recent evidence in mobile health has demonstrated that, in some cases, apps are an effective way to improve health care delivery. Health care interventions delivered via mobile technology have demonstrated both practicality and affordability. Lately, cognitive behavioral therapy (CBT) interventions delivered over the internet have also shown a meaningful impact on patients with anxiety and depression.Entities:
Keywords: cognitive behavioral therapy; heuristics; mHealth; mental health; usability
Year: 2020 PMID: 32012043 PMCID: PMC7055853 DOI: 10.2196/14146
Source DB: PubMed Journal: JMIR Hum Factors ISSN: 2292-9495
Figure 1Screenshot of the MoodGYM user interface.
Figure 2User interface of MoodTrainer.
Summary of Nielsen heuristics evaluated in the study.
| Heuristics | Aspects evaluated |
| Visibility of system status | This category evaluates if the user can view all the modules and access the different features present in the app. |
| Match between the system and the real world | This heuristic evaluates if the app can perform the task which it is expected to do. |
| Control and freedom | This category evaluates if the user can perform different tasks on the system and if the user has performed any unwanted task was able to recover from that without any consequences. |
| Consistency and standards | This heuristic evaluated if all the user interface elements of the app were consistent and if the cognitive behavioral therapy aspect of the app was straightforward. |
| Error prevention | This heuristic evaluated if the user had experienced any of the error prevention features and whether they helped the user in preventing errors. |
| Recognition rather than recall | It is better to suggest what action should be performed next rather than allowing the user to think what the next action should be. This can be achieved by having all the navigation options visible to the user. |
| Flexibility and ease of use | This heuristic evaluated if the app’s users were able to access the app with minimal or no external assistance. |
| Aesthetic and minimalistic design | This heuristic evaluated if the app’s design is minimal and the functionality that supports the task and goals of that interface. |
| Help users recognize, diagnose, and recover from errors | Errors are a common phenomenon when a user navigates through an app or an interface, and this heuristic evaluated if the app helped the users in recognizing and recovering from errors. |
| Help and documentation | This is a very important aspect of any user interface. If the user has reached a point where he is no longer coherent with what is going on in the app, the user interface must provide enough information to put the user back in place. |
Summary of the responses and the statistics of the heuristic evaluation survey.
| Heuristic and question | MoodTrainer (n=15) | MoodGYM (n=15) | |||||
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| Is the app home screen clearly depicting the features and modules? | 15 | 12 | .22 | |||
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| Are the buttons clear and of appropriate size to select? | 14 | 14 | >.99 | |||
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| Were you able to access the location feedback provided by the app? | 12 | —a | — | |||
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| Do the actions provided by the system match the actions performed by user? | 15 | 12 | .22 | |||
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| Does the activity scheduling match a real-time experience in scheduling activities? | 12 | 11 | >.99 | |||
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| Are the activities for identifying warped thoughts effective enough? | 14 | 15 | >.99 | |||
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| Are the modules effective enough in identifying positive thoughts? | 14 | 15 | >.99 | |||
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| Is it easy to navigate across the various modules and features present in the app? | 13 | 12 | >.99 | |||
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| Are the navigation controls easy to locate? | 10 | 12 | .68 | |||
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| Are all the screens consistent in format (font, color, and layout) across the application? | 12 | 13 | >.99 | |||
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| Are all the questions in the application easy to understand and straightforward? | 12 | 10 | .68 | |||
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| Is navigation to the next screen prevented until the current task is completed? | 9 | 13 | .21 | |||
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| Can you randomly navigate across the modules? | 10 | 9 | .68 | |||
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| Are all the buttons used relevant? | 15 | 12 | .22 | |||
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| Are the buttons and icons used consistent and similar across the application? | 14 | 15 | >.99 | |||
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| Are the buttons navigating you to the appropriate location? | 15 | 15 | >.99 | |||
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| Is the application easy to use and navigate with minimal or no external assistance? | 15 | 10 |
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| Does the alignment of input boxes and buttons look appropriately spaced? | 12 | 15 | .22 | |||
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| Are the colors (window/button) aesthetic to look? | 10 | 13 | .38 | |||
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| Is the error message understandable? | 12 | 13 | >.99 | |||
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| Does the error message provide feedback with instructions? | 14 | 12 | .59 | |||
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| Does the button provide enough help in completing the task? | 15 | 15 | >.99 | |||
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| Do the buttons provide enough information to reflect what they are intended to do? | 15 | 15 | >.99 | |||
aThe location feedback is only available in MoodTrainer and not in MoodGYM.
bStatistically significant difference between MoodTrainer and MoodGYM.
Figure 3Distribution of screen views.
Number of sessions by session duration for the app and web cognitive behavioral therapy.
| Duration per session, seconds | MoodTrainer app sessions, n | MoodGYM web sessions, n |
| 0-10 | 15 | 10 |
| 11-30 | 8 | 11 |
| 31-60 | 5 | 8 |
| 61-180 | 15 | 10 |
| 181-600 | 17 | 11 |
| 601-1800 | 7 | 2 |