| Literature DB >> 32572961 |
Rhys Bevan Jones1,2,3, Paul Stallard4, Sharifah Shameem Agha1,2,3, Simon Rice5,6, Aliza Werner-Seidler7, Karolina Stasiak8, Jason Kahn9, Sharon A Simpson10, Mario Alvarez-Jimenez5,6, Frances Rice1,2, Rhiannon Evans11, Sally Merry8.
Abstract
BACKGROUND: There is increasing interest in digital technologies to help improve children and young people's mental health, and the evidence for the effectiveness for these approaches is rising. However, there is concern regarding levels of user engagement, uptake and adherence. Key guidance regarding digital health interventions stress the importance of early user input in the development, evaluation and implementation of technologies to help ensure they are engaging, feasible, acceptable and potentially effective. Co-design is a process of active involvement of stakeholders, requiring a change from the traditional approaches to intervention development. However, there is a lack of literature to inform the co-design of digital technologies to help child and adolescent mental health.Entities:
Keywords: Child; adolescent; co-design; development; digital; e-health; mental health; technologies
Mesh:
Year: 2020 PMID: 32572961 PMCID: PMC7611975 DOI: 10.1111/jcpp.13258
Source DB: PubMed Journal: J Child Psychol Psychiatry ISSN: 0021-9630 Impact factor: 8.265
Digital mental health technologies for CYP and their development approaches
| Digital programme (Authors, countiy) | MH difficulties | Stakeholder involvement (ages of CYP in years, if stated) | Technological approaches | Psychological & other theories |
|---|---|---|---|---|
| Adventures of DoReMiFa ( | Anxiety, general MH | FGs - children (8-12), parents, teachers, practitioners | Gamification, storytelling | CBT, positive psychology |
| LifeBuoy ( | Suicidal thoughts | Surveys/FGs - YP (16-25) | Interactive modules, gamification | DBT, ACT |
| Mellow ( | General MH, crises | Interviews/workshops/surveys (‘design charrettes/jams’ - YP (13-24), friends, families/carers, practitioners | Joumal/planning companion tool | Holistic crisis planning |
| Quest-Te Whitianga ( | Anxiety, depression | Interviews/FGs/workshops (‘wall storms’/ Think-Alouds’ - YP (12-25), designers, practitioners | Modular activities, gamification | CBT, positive psychology, mindfulness, interpersonal skills |
| Bluelce ( | Self-harm | Meetings/workshops - YP (12-17), practitioners, developers | Mood diary, mood-lifting activities, safety checks | CBT, DBT |
| HABITs ( | Emotional health, substance use | Surveys/FGs - YP, practitioners, cultural advisors | Different user groups: games, chatbots, intrinsic motivators; digital eco-system | CBT, positive psychology, harm minimisation |
| MoodHwb (Bevan Jones, Thapar, | Depression | Interviews/workshop/FGs - YP (13-19), parents/carers, practitioners, designers | Illustrations / animations, profile-builder, moodmonitor, goal-setting | Psychoeducation, CBT, social support |
| Rebound ( | Depression | Workshops/FGs/consultations - YP (15-25), families, professionals, writers/artists, designers | Social media-enabled platform | CBT, mindfulness, positive psychology, social support |
| SOVA ( | Depression, anxiety | Interviews (‘Think-Alouds’/FGs - YP (13-26), parents, advocates, professionals | Moderated social media | Social support, psychoeducation |
| BeSafe ( | General MH, addictions, crises | ‘Design studio’/meetings - YP, practitioners | Navigation, safety plans, decision aid | Empowerment, social support |
| Sleep Ninja ( | Sleep, depression | Interviews/FGs/consultations - YP (12-16), parents, professionals, designers | Chatbot, gamification | CBT-I |
| Social media messages ( | Suicidal thoughts | Closed social media/surveys/workshops - YP (16-18), creative agency | Social media messages/videos | Psychoeducation, social support |
| Thought Spot ( | General MH | ‘Crowdsourcing’/ ‘hackathon’/ workshops, FGs - YP (15-24), practitioners, designers | Information sharing, networking | Peer/social support |
| SPARX ( | Depression | Workshops/FGs - YP (13-18), families, clinicians, designers, cultural advisors | Gamification, avatars | CBT |
| CLIMATE Schools ( | Depression, anxiety, substance misuse | FGs - YP (13-15), practitioners, designers | Interactive modules, illustrated storylines | Psychoeducation, CBT, harm minimisation |
| CURB ( | Depression | Surveys/workshops - YP (15-18), parents, practitioner | Interactive modules | CBT, IPT |
| Grasp the opportunity ( | Depression | Questionnaires/FGs/discussions - YP, parents, teachers, practitioners | Interactive modules | CBT |
| Rainbow SPARX ( | Depression | Questionnaires/FGs - YP (16-27) | Gamification, avatars | CBT |
| Digital programme (Authors, country) | MH difficulties | Stakeholder involvement (ages of CYP in years, if stated) | Technological approaches | Psychological & other theories |
| MATE ( | General MH | Interviews - YP (16-26) | Interactive modules, videos, forum | Mindfulness |
| MEMO ( | Depression | FGs - YP (13-17), practitioners, mHealth experts | Text messages, videos/ animations | CBT |
| Stressbusters ( | Depression | Surveys/FGs - YP, practitioners, designers | Interactive sessions, videos | CBT |
| Think-Feel-Do ( | Depression, anxiety | FGs - CYP (11-16), designers | Interactive sessions, videos | CBT |
| CATCH-IT ( | Depression | Groups/questionnaires - YP, practitioners | Interactive modules | CBT, IPT |
| Reach Out! ( | General MH | Forums/mixed-methods - YP (16-25), practitioners | Forum, gaming, podcasts, blogs | CBT, social support |
| Technologies identified via personal communication (articles describing CYP involvement not available) BRAVE-ONLINE (S.March[ | Anxiety | Surveys/FGs - CYP (7-18), practitioners | Interactive sessions, animations, games | CBT |
| Mightier (JK-author[ | Emotional regulation | Observations/FGs/Interviews - CYP (6-14), parents / carers | Games, biofeedback | Mindfulness, constructivism |
| MoodGYM (H.Christensen[ | Depression, anxiety | Interviews/FGs - YP | Interactive modules, workbook | CBT |
| Pesky/Mindful gNATs (G.O’Reilly[ | Anxiety, depression | FGs - CYP (9-17), practitioners, designers | Gamification | CBT, mindfulness |
| Smooth Sailing (M.Subotic-Kerry[ | Depression, anxiety | Surveys/interviews, FGs - YP (13-16), counsellors, GPs, parents | Stepped-care, interactive modules | Psychoeducation, CBT, counsellor referral |
| The Journey (KS, SM-authors[ | Depression | Workshops - YP, designers | Gamification, videos/ animations | CBT |
DBT, Dialectical behaviour therapy; IPT, Interpersonal psychotherapy; MH, Mental health.
Personal communication.
Figure 1General framework for the development of the digital technology MoodHwb
Examples of methods of involvement
| Description | Potential benefits | Potential challenges | Approaches to engage participants |
|---|---|---|---|
| Questionnaires/surveys (Paper, digital) | Large amount of data, range of participants, increased reach, accessibility, economical, less intrusive | Difficult to explore issues in-depth, poor engagement | Engaging documents; digital: progress-bars, multiplatform approach, videos/animations |
| Interviews (Face-to-face, telephone/digital) | Explore in-depth & new issues, participants can define agenda & choose setting, interaction with prototype, high credibility & face validity | Intrusive, timeconsuming, reluctance to give critical feedback | ‘Think-Alouds’ (participant observed/interviewed whilst using technology) |
| Focus groups (Face-to-face, digital/‘virtual’ | Explore breadth of issues & new ideas, involve diverse group of CYP & other stakeholders, interaction with prototype, more economic/ efficient than interviews | Difficult to talk to ‘strangers’ in new setting, social biases (e.g. conformity), travel to face-to-face groups | Ground rules, screens & devices, materials |
| Interactive workshops/meetings (Face-to-face, digital/‘virtual’ | As with FGs; less formal, range of interactive activities | As with FGs; difficulties with recording, transcription & analysis | As with FGs; ‘Wall storms’ (sticky notes on walls, processed as a group), ‘Word clouds’ (words used commonly/prominently grouped together) |
| ‘Design studios’ (intensive development sessions) ( | |||
| ‘Design charrettes’ (larger meetings e.g. to sketch/storyboard ideas) | |||
| ‘Design jams’ (smaller sessions e.g. to develop multiple iterations of user experiences) ( | |||
| ‘Crowdsourcing’ (open call to large group, often online e.g. to contribute project content) | |||
| ‘Hackathon’ (digital event with large group e.g. proposing ideas for technologies) ( | |||
| Observations/ethnographic approaches | Understanding context & implementation, identify unexpected issues, detailed/‘faithful’ representation of behaviours & preferences | Time-consuming, CYP may not act ‘naturally’ | Appreciation & respect for environment |
Figure 2Development of welcome screen and user-flow of MoodHwb: notes/sketches (above), wireframes (centre), early designs (below) (adapted from Bevan Jones, Thapar, Rice, et al., 2018)
Figure 3Checklist of questions to consider when planning, reporting or analysing co-design activities