| Literature DB >> 35044312 |
Bettina Moltrecht1,2, Praveetha Patalay2, Holly Alice Bear1,3, Jessica Deighton1, Julian Edbrooke-Childs1.
Abstract
BACKGROUND: Digital interventions, including mobile apps, represent a promising means of providing effective mental health support to children and young people. Despite the increased availability of mental health apps, there is a significant gap for this age group, especially for children (aged 10-12 years). Research investigating the effectiveness and development process of child mental health apps is limited, and the field faces persistent issues in relation to low user uptake and engagement, which is assumed to be a result of limited user involvement in the design process.Entities:
Keywords: child mental health; emotion regulation; interdisciplinary development; mHealth; participatory design
Year: 2022 PMID: 35044312 PMCID: PMC8811693 DOI: 10.2196/28300
Source DB: PubMed Journal: JMIR Form Res ISSN: 2561-326X
Figure 1Medical Research Council framework for complex interventions.
Figure 2Development framework and research activity outline of the present app.
Outcomes and implications based on school observations.
| Observations | Design implication and goals |
| Teachers and children use different devices, including tablets, PCs, and smartboards, during lessons. | Web-based app that can be accessed from different devices |
| Children try different strategies that help them in the classroom. Sometimes, these are agreed with the teacher. | Let children create a list of |
| Children struggle to draw on strategies when they have very intense emotions. Some teachers direct children in need to a quiet corner. | Add a function that gives quick access to guided strategy to provide in-the-moment support |
| Children are familiar with breathing exercises and time-outs. | Guided relaxation, breathing, and mindfulness exercises |
| Children report on certain situations in which they find it difficult to regulate their emotions and where this impedes their goals. | Integrate children’s stories as examples in content to make it more relevant to the target group |
| Teachers use a range of strategies, some that help specific individuals when needed and some that they apply to the whole class. | Design an intervention that can be used with the whole class, as well as for individual children |
Identified do’s and don’ts for mental health apps based on patient and public involvement group.
|
| Please do | Please avoid | App solution |
|
| |||
|
|
Available across devices Affordable for a young person Available offline |
Advertisement In-app purchases Too much data or Wi-Fi |
Web-based appa No costs Data or Wi-Fi for first-time log-in and updatesa |
|
| |||
|
|
Interactive, games, and tracking Social connection and community Make use of users’ feedback and provide relevant updates |
Push notifications Dead website or app Information or text only |
Selection of games Digital agent for interaction Multimedia content Feedback option in the app |
|
| |||
|
|
Customizable features Age appropriate (language and design) Intuitive and easy to use |
Childish Clunky Text only |
Customizable features Designed and tested by users |
|
| |||
|
|
Use cloud service to limit storage space Transparent data tracking User control over data or tracking Data security and privacy |
Requires too much data Crashes or is slow Hidden data tracking |
Google Analytics provides insight for general use of app contenta No individual data tracking through appa |
|
| |||
|
|
Teach and educate Increase understanding Opportunity to practice Facilitate social connectedness Signposting to services |
Signposting only Text only |
Content that educates and increases understanding Practice modules Digital agent to feel socially connected Signposting |
aSuggested by the app developer.
Design implications based on systematic review.
| Findings | Design implications and goals |
| CBTa interventions have the strongest evidence for face-to-face as well as digital interventions. | Integrate CBT concepts into the app, for example, psychoeducation about feelings, behavior, and thoughts |
| Interventions that improve emotion regulation also improve mental health. | Integrate exercises that enhance emotion regulation, for example, mindfulness |
| Emotion literacy, understanding, and differentiation are linked to better mental health. | Enhance children’s emotional literacy and understanding |
| Adaptive and positive emotion regulation are associated with less emotion dysregulation. | Include games that increase positive emotions and introduce adaptive emotion regulation strategies (eg, teach adaptive strategies) |
aCBT: cognitive behavioral therapy.
Figure 3Stage 1 logic model of app intervention.
Observations and design implications based on participatory design workshops.
| Observations and feedback | Implications, solutions, and actions |
|
Games to play and feel happy |
We created a list of games to discuss with the app developer. Solutions and suggestions were tested and further adjusted with children in the next workshop. |
|
Children suggested breathing and mindfulness exercises, which they knew from school. |
We developed animated videos to guide them through exercises. |
|
Children would like a feature to create music. Children listen to music to relax. |
Music making feature conflicted with the usability of the app. We added music and sounds to the relax module. |
|
Children frequently reported watching videos as a way of calming down, relaxing, being happy, and distracting themselves. |
We created video content for watch modules. |
|
“Can I tell it how I feel and it tells me what to do?” indicated that children would like some guidance and support in difficult situations and with specific feelings. |
We explored the chatbot function, which was then replaced with the check-in function. |
|
Children requested in-the-moment support when feelings were too intense. |
We added an easy-to-reach help button to the home screen of the app. Once pressed, a stop and breathe sign covered the whole screen, which is followed by a guided breathing exercise. |
|
Children thought that they were talking with a real person in chat. |
We replaced the chatbot with a check-in function. |
|
Children liked to interact with the digital agent and wanted more of that. |
We kept the digital agent and added interactive features. |
|
Children reported watching and listening to funny things to feel better. |
We asked children for jokes and fun facts and added these to the animated agent, which was in line with our goal of increasing opportunities for interaction. |
|
Speech bubbles of agent too fast |
We increased the length of time of the speech bubbles. |
|
The onboarding process required more colors and options |
We added background colors and a selection of different color themes. |
|
Explainer on how to use the app |
We added stars to highlight different functions in the app for first-time users. This was discarded as it was too complex to adjust the position of the stars on the screen for different screen sizes. We added a short explainer video as part of the onboarding process. |
Observations and implications following prototype testing.
| Observations and feedback | Design implications and actions |
|
Difficulties with certain functions dependent on different uses of browsers |
Test the web-based app across different browsers and devices |
|
The screen and design did not adjust correctly for devices of different sizes. |
Test with different screens and devices |
|
Animated videos were sometimes slow. |
Improve video quality Make them available offline |
|
Add personalized tools to the tools list Differentiate between in-class and out-of-class tools list, as some tools, for example, go outside, were not suitable for the classroom context |
Children can mark favorite tools in the list. Two tabs for different contexts |
|
Problems with log-in. Children either did not have an email address or forgot log-in details. |
Add different log-ins for quick classroom access and use at home |
|
Music did not stop when leaving the module |
App developer checks stop and pause functions, and music and videos automatically pause when leaving a module |
|
Some of the games did not start. |
App developer adjusts underlying technology |
Figure 4Finalized logic model for app intervention.
Figure 5Onboarding screens of the app.
Figure 6Home screen of the app with 4 main modules and the digital agent.
Figure 7Check-in function in the app.
Figure 8Content of Play, Relax, and Watch modules.
Figure 9Overview of games, including Happy Faces, Water Ripples, and Reveal.
Figure 10Screenshot of guided breathing animation.
Figure 11Tools list feature showing different tools for different contexts and personalized tools.