Exploring User Learnability and Learning Performance in an App for Depression: Usability Study.
Colleen Stiles-Shields,Enid Montague,Emily G. Lattie,Stephen M. Schueller,Mary J. Kwasny,David C. Mohr +5 more
- 11 Aug 2017
- Vol. 4, Iss: 3
28
TL;DR: Evaluating the learnability and learning performance of users following initial use of Thought Challenger suggests that apps are capable of providing users with opportunities for learning of intervention skills.
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Abstract: Background: Mental health apps tend to be narrow in their functioning, with their focus mostly being on tracking, management, or psychoeducation. It is unclear what capability such apps have to facilitate a change in users, particularly in terms of learning key constructs relating to behavioral interventions. Thought Challenger (CBITs, Chicago) is a skill-building app that engages users in cognitive restructuring, a core component of cognitive therapy (CT) for depression. Objective: The purpose of this study was to evaluate the learnability and learning performance of users following initial use of Thought Challenger. Methods: Twenty adults completed in-lab usability testing of Thought Challenger, which comprised two interactions with the app. Learnability was measured via completion times, error rates, and psychologist ratings of user entries in the app; learning performance was measured via a test of CT knowledge and skills. Nonparametric tests were conducted to evaluate the difference between individuals with no or mild depression to those with moderate to severe depression, as well as differences in completion times and pre- and posttests. Results: Across the two interactions, the majority of completion times were found to be acceptable (5 min or less), with minimal errors (1.2%, 10/840) and successful completion of CT thought records. Furthermore, CT knowledge and skills significantly improved after the initial use of Thought Challenger (P=.009). Conclusions: The learning objectives for Thought Challenger during initial uses were successfully met in an evaluation with likely end users. The findings therefore suggest that apps are capable of providing users with opportunities for learning of intervention skills. [JMIR Hum Factors 2017;4(3):e18]
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Citations
Digital Mental Health Interventions for Depression, Anxiety, and Enhancement of Psychological Well-Being Among College Students: Systematic Review
Emily G. Lattie,Elizabeth C Adkins,Nathan Winquist,Colleen Stiles-Shields,Q. Eileen Wafford,Andrea K. Graham +5 more
TL;DR: It is suggested that digital mental health interventions can be effective for improving depression, anxiety, and psychological well-being among college students, but more rigorous studies are needed to ascertain the effective elements of these interventions.
Smartphone Apps for the Treatment of Mental Disorders: Systematic Review.
Ignacio Miralles,Carlos Granell,Laura Díaz-Sanahuja,William Van Woensel,Juana Bretón-López,Adriana Mira,Diana Castilla,Sven Casteleyn +7 more
TL;DR: There is a need for designing interventions for the full breadth of mental disorders, rather than primarily focusing on most prevalent disorders, and an increasingly systematic focus, involving RCTs, is needed to improve the robustness and trustworthiness of assessments.
A Mobile App-Based Intervention for Depression: End-User and Expert Usability Testing Study.
Matthew Fuller-Tyszkiewicz,Ben Richardson,Britt Klein,Helen Skouteris,Helen Christensen,David W. Austin,David J. Castle,Cathrine Mihalopoulos,Renee O'Donnell,Lilani Arulkadacham,Adrian Shatte,Anna T Ware +11 more
TL;DR: Encouraging participant engagement via self-monitoring and feedback, as well as personalized messaging, may be a viable way to maintain participation in self-guided interventions.
The Praise and Price of Pokémon GO : A Qualitative Study of Children's and Parents' Experiences.
Anna-Karin Lindqvist,Darla M. Castelli,Josef Hallberg,Stina Rutberg +3 more
- 03 Jan 2018
TL;DR: Components from Poké mon GO could enhance the efficacy of physical activity interventions and show that cooperation and togetherness are highly valued by the participants and that competition is fun but less important.
63
Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults.
Richard J. Holden,Richard J. Holden,Noll L. Campbell,Ephrem Abebe,Daniel O. Clark,Denisha Ferguson,Kunal Bodke,Malaz Boustani,Christopher M. Callahan +8 more
TL;DR: For instance, Brain Buddy as discussed by the authors is a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergic medication use.
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