| Literature DB >> 34931992 |
Shazmin Majid1, Stuart Reeves2, Grazziela Figueredo2, Susan Brown3, Alexandra Lang4, Matthew Moore5, Richard Morriss6,7.
Abstract
BACKGROUND: The number of self-monitoring apps for bipolar disorder (BD) is increasing. The involvement of users in human-computer interaction (HCI) research has a long history and is becoming a core concern for designers working in this space. The application of models of involvement, such as user-centered design, is becoming standardized to optimize the reach, adoption, and sustained use of this type of technology.Entities:
Keywords: bipolar disorder; human-computer interaction; mobile phone; participatory design; patient and public involvement; self-monitoring technology; user-centered design
Year: 2021 PMID: 34931992 PMCID: PMC8726024 DOI: 10.2196/27991
Source DB: PubMed Journal: JMIR Ment Health ISSN: 2368-7959
Figure 1User-centered design process adapted from McCurdie et al [5].
Figure 2Applications, overlaps, and tensions of health care–based design approaches and human-computer interaction approaches. PPI: patient and public involvement.
Summary of review including characteristics and reference, number of participants, bipolar disorder-specific, description of self-monitoring technology, assessment criteria for user involvement.
| Characteristics and reference | Number of participants, n | Bipolar disorder–specific | Description of self-monitoring technology | Assessment criteria for user involvement | |||||
|
| |||||||||
|
| [ | 22 | Yes | Combination of True Colours Monitoring system and customized app that records geographic location | No mention of user involvement in design and evaluation | ||||
|
| [ | 48 | No; borderline personality disorder also included | Mood Zoom smartphone questionnaire | No mention of user involvement in design and evaluation | ||||
|
| [ | 118 | Yes | Personal Life-Chart App: electronic diary–based smartphone app | No mention of user involvement in design | ||||
|
| [ | 28 | Yes | MONARCAa system: combination of passive and active self-monitoring smartphone app amended to measure voice feature | No mention of user involvement in design | ||||
|
| |||||||||
|
| [ | 76b | No; psychosis also included | Ginger.io: smartphone-based mental health tracking app | Users involved in evaluation stage | ||||
|
| |||||||||
|
| [ | N/Ac; this is a protocol | No; other severe mood disorders | E-care at home: tablet-based self-monitoring tool | Users involved prototype design and evaluation stage with iteration | ||||
|
| [ | 7 | Yes | MoodRhythm: smartphone app that can track social rhythms | Users involved in prototype design and evaluation stage with iteration | ||||
|
| [ | 42 (all papers combined) | Yes | MONARCA system: combination of passive and active self- monitoring smartphone app | Users involved in prototype development and evaluation stage with iteration | ||||
|
| [ | 303 (all papers combined) | Yes | OpenSIMPLE: smartphone-based psychoeducation program | Users involved in prototype development and evaluation stages with iteration | ||||
|
| |||||||||
|
| [ | 59b | No; other serious mental illnesses also included | QoLd-ME: smartphone-based, personalized QoL assessment app | Users were involved in concept generation and ideation stage, prototype design and deployment stage and evaluation stage with iteration with a goal to empower patient decision-making | ||||
|
| [ | 25b | No; also included posttraumatic stress disorder | SPIRITe App: smartphone self-monitoring app that allows patients to undertake modules and complete questionnaires for mental health assessment | Users were involved in concept generation and ideation stage, prototype design, and deployment stage and evaluation stage with iteration with a goal to empower patient decision-making | ||||
aMONARCA: Monitoring, Treatment and prediction of bipolar disorder episodes.
bUnclear how many of the participants had a diagnosis specifically of bipolar disorder.
cN/A: not applicable; the paper mentioned no user involvement.
dQoL: quality of life.
eSPIRIT: Study to Promote Innovation in Rural Integrated Telepsychiatry.
Further summary of included studies including further description of methods used, model of user involvement and further description of user-involvement method.
| Characteristics and reference | Further description of methods used | Model of user involvement | Further description of user-involvement model | ||||
|
| |||||||
|
| [ | N/Aa | N/A | N/A | |||
|
| [ | N/A | N/A | N/A | |||
|
| [ | N/A | N/A | N/A | |||
|
| [ | N/A | N/A | N/A | |||
|
| |||||||
|
| [ |
Users completed nonstandardized measures for satisfaction and perceived effect on clinical care | None mentioned | N/A | |||
|
| |||||||
|
| [ |
Prototype design and deployment stage: 3 rounds of interviews with 8 users where interactive demo materials and screenshots were provided as stimuli and feedback was used to iterate design Evaluation stage: Credibility and Expectancy Questionnaire, SUS,b and Client Satisfaction Questionnaire administered to measure system usability, user experiences and client satisfaction. | Cocreation approach | Aim of the approach was to create a product that would be usable for the specific target population and move away from traditional rigid | |||
|
| [ |
Prototype design and deployment stage: participants used the app and shared feedback, design insights and suggestions for improvement at least once a week. Wireframes were sent back to participants, which incorporated this feedback where further feedback was given Evaluation stage: poststudy usability scale using SUS | Participatory design process | During the design process, participants used the MoodRhythm app in their daily lives and shared their feedback, design insights, and suggestions for improvements to the app. This process allowed participants to provide feedback on an ongoing basis during the design process and helped to identify and address concerns that users might have regarding these technologies, ensuring the app was effective for daily use. | |||
|
| [ |
Prototype design and deployment stage: 3-hour workshops were held for design and iterative prototyping where feedback was incorporated into design Evaluation stage: SUS was administered in a field trial. A nonstandardized questionnaire for usefulness and perceived usefulness was also developed and administered. | Patient-Clinician Designer Framework using principles of user-centered design | Through this design process, users were “involved” in making decisions regarding system features using collaborative design workshops. The design of the MONARCAc system uses a mobile phone app as the main component. | |||
|
| [ |
Prototype design and deployment stage: users were involved in focus groups, interviews, and surveys with research teams. Unclear how findings were used to iterate the prototype Evaluation stage: engagement was calculated based on weekly percentage of completed tasks. Usability was calculated using the SUS and satisfaction and perceived helpfulness using Likert scales. | User-centered design | Using the user-centered design approach, suggestions were incorporated based on feedback from the users during the feasibility study as well as modifications to adapt the platform for an open study. Several features were added to OpenSIMPLE using this approach | |||
|
| |||||||
|
| [ |
Concept generation and ideation stage: 10 participants were to share their experiences with smart devices, apps and QoLd questionnaires and to ideate regarding QoL-ME in a focus group Prototype design and deployment: paper sketches (wireframes) were presented and were gradually refined, expanded, and made to function where a first prototype was developed. 25 participants were involved in this stage Evaluation stage: prototype was subjected to usability testing and systematically assessed using the SUS with a total of 25 participants. Goal to empower patient decision-making: no information was found in relation to this | Cocreation approach | The QoL-ME was cocreatively developed in an iterative development process with groups of people with severe mental health. The process consisted of 6 iterations divided over 3 stages: brainstorming stage, design stage, and usability stage. The development process was described as fitting in the framework of participatory design. Feedback was used to make several changes to QoL-ME | |||
|
| [ |
Concept generation and ideation stage: 1 focus group was run with users to propose the SPIRITe app and a second focus group was run to refine SPIRIT app concept Prototype design and deployment stage: focus groups were run with user to elicit feedback on storyboard and prototype and prototypes were refined based on feedback Evaluation stage: developed a usability testing framework, which was conducted with 5 participants where feedback was incorporated into the app Goal to empower patient decision-making and creating empathy: the study had an advisory group called CAB,f which consisted of 8 “consumers” and “consumer advocates” who met monthly to advise the SPIRIT scientific team on all aspects of trial design and conduct, which was resulted in changes to the app and study | Human-centered design process, participatory design process, and Principle of Digital Development | Target users and domain experts were engaged in a participatory design process throughout development via focus groups and usability testing with national consumer advocacy groups and providers and patients in rural clinics. The process also adhered to the principles of digital development which includes the following: design with the user; understand the existing ecosystem; design for scale; build for sustainability; be data driven; use open standards, open data, open source, and open innovation; reuse and improve; address privacy and security; be collaborative | |||
aN/A: not applicable; the paper mentioned no user involvement.
bSUS: System Usability Scale.
cMONARCA: Monitoring, Treatment and prediction of bipolar disorder episodes.
dQoL: quality of life.
eSPIRIT: Study to Promote Innovation in Rural Integrated Telepsychiatry.
fCAB: Consumer Advisory Board.