| Literature DB >> 34703772 |
Abstract
BACKGROUND: Digital mental health interventions have been posited as a way of reducing the burden on mental health services in higher education institutions. However, low adherence and high attrition rates present a challenge that limits the effectiveness of these interventions. User-centered design has been proposed as a suitable approach in improving the adherence of users to these interventions.Entities:
Keywords: E-mental health; Higher education; Mental wellbeing; User-centered design
Year: 2021 PMID: 34703772 PMCID: PMC8524143 DOI: 10.1016/j.invent.2021.100468
Source DB: PubMed Journal: Internet Interv ISSN: 2214-7829
Fig. 1PRISMA flow diagram.
Characteristics of included studies.
| Author (Year) | Name/Target/Type/Development Stage/Duration of Intervention | UCD methods | Design Process/Framework | Measure of Engagement |
|---|---|---|---|---|
| • User survey | • System Usability Scale | |||
| • User survey | None/Financial incentive given | |||
| • Literature review | • User Engagement Scale- Short Form | |||
| • Interview | None/Financial incentive given | |||
| • Interview | None | |||
| • Contextual inquiry | None/Financial incentive given | |||
| • Contextual inquiry | None/Financial incentive given | |||
| • Interview | None | |||
| • User survey | • Time spent on the app/Financial incentive given | |||
| • User survey | • Time spent in app | |||
| N/A | N/A | |||
| • User survey | N/A | |||
| • User survey | • Continuance in study | |||
| • Co-design workshop | N/A | |||
| • Co-design workshop | N/A | |||
| • Co-design workshop | ||||
| • Focus group | N/A | |||
| • Focus group | N/A | |||
| • Focus group | N/A | |||
| • Focus group | N/A | |||
| • User survey | • Log data | |||
| • Interview | N/A | |||
| • User survey | • Number of participants completing the intervention |
Studies and years of publication.
| Year of Publication | Name of Intervention (s) |
|---|---|
| 2010 | FeelingBetter ( |
| 2012 | SilverCloud – MindBalance ( |
| 2015 | EmotionMap ( |
| 2016 | Shadow ( |
| 2017 | MIT community challenge ( |
| 2018 | ThoughtSpot ( |
| 2019 | MoodCloud ( |
| 2020 | unnamed ( |
Development stage of intervention (s).
| Development Stage of Intervention | Name/Pseudonym of Intervention (s) |
|---|---|
| Developed, evaluated in a clinical trial | Silvercloud-mindbalance ( |
| Developed, tested in a pilot | Shadow ( |
| Developed, not tested in a pilot | UniVirtualClinic ( |
| Prototype | ISee ( |
| Protocol | ThoughtSpot Protocol ( |
Drop-out rates across studies.
| Name of Intervention | Duration of Intervention | Drop-out Rate (in %) |
|---|---|---|
| SilverCloud- MindBalance ( | 8 weeks | 36 |
| Mental App ( | 2 weeks | 20 |
| MePlusMe ( | 8 weeks | 53.85 |
Differences between Silvercloud and MePlusMe.
| Silvercloud-MindBalance ( | MePlusMe ( | |
|---|---|---|
| Type of Intervention | Web-based | Desktop-offline |
| Access to professionals | Yes | No |
| End user engagement | Contextual inquiry, prototype, pilot and clinical trial. | Contextual inquiry, prototype, pilot. |
| Stakeholder engagement | Contextual inquiry, prototype, pilot and clinical trial. | Contextual inquiry, prototype. |
| Final stage of development | Clinical trial | Pilot |
| Peer engagement | Yes | No |
| Number of participants in intervention | 45 | 13 |
User acceptance themes - what students want?
| Theme | Theme Found in | Participants’ Comment Example |
|---|---|---|
| Convenience | ( | “I would imagine that for me an online community takes a lot of excuses I could have, like I don't want to go, or I can't fit it into my schedule, I can always go online” ( |
| Add personalization | ( | “My roommate and I have different style of meditation. Like, for me, I prefer like a guided meditation that talks about sensation, whereas she prefers more like, a visualization, like imagine yourself on a beach, kind of thing, so having those options will be good.” ( |
| Improve interface/presentation | ( | “Improve the animation quality. Change the camera shaking” ( |
| Change format of intervention | ( | “Make it a Virtual Reality game” ( |
| Change intervention | ( | “I don't like to think back. I only want to look at the present. I don't see the report has value to me” ( |
| Improve content | ( | “I tend to eat more when I'm more depressed, more of a comfort food. Visualization will be helpful so that I can see really highs or lows” ( |
| Ensure anonymity/privacy/safety | ( | “I think it's important to have your username account but also a guest account so if you don't want to do something which someone else can see, you can use the private guest account, which won't record your information.” ( |
| Add peer engagement | ( | “I'd like to have more people using the app. I only have a few friends using it because of this I don't feel like posting many emotions, it feels like no one cares for you” ( |
| Include access to professionals | ( | “It might be easier for me to go through the tracked data with my doctor, so he can tell me what to do from there” ( |
| Make it more engaging | ( | “Make the game more challenging” ( |