Berry N, Lobban F, Bucci S. (2019). A qualitative exploration of service user views towards using digital mental health interventions. BMC Psychiatry. 19(35). doi: 10.1186/s12888-018-1979-1
Researchers in the United Kingdom recruited 18 people with bipolar (n=10) or schizophrenia-spectrum (n=8) disorders to participate in individual interviews about digital interventions for people with severe mental illness (SMI). Interviews included questions about the acceptability of and design considerations for using technology to address SMI. Five common themes emerged in interviews: 1) digital interventions can empower patients; 2) digital interventions can exacerbate societal divides; 3) data security and sharing; 4) there is a need for additional support when using digital interventions; and 5) digital interventions should be positive experiences. Participants reported that digital interventions could be empowering by improving access to and control over care, improving control over personal information, and enhancing awareness of one’s illness. Features focusing on knowledge and awareness of one’s illness would be particularly helpful at the onset of illness or symptoms. Participants were concerned that digital interventions would reduce access to care for people without access to technology, especially if the National Health Service budget were cut. Community access to technology resources could reduce some of these divides. Participants were divided over how to share information with clinicians (i.e. automatically or in-person), but agreed that third parties should not have access to user data. Participants were also concerned that digital interventions would replace in-person services and emphasized the need for additional support alongside digital interventions. Finally, participants did not want digital interventions to focus solely on the negative aspects of SMI. Participants suggested interventions include personal recovery stories, facilitate daily activities (e.g., cooking, physical activity, managing finances), and use gamification elements.