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Tag: user experience
07/10/2023

Informing the development of the Coaching Online and Community Health (COACH) program: a qualitative study of clubhouse members living with serious mental illness

O’Neill K, Hand R, Diop B, Weiss H, Cruz Pfaeffle A, Maragatham P, Rice K, Naslund JA. Informing the development of the coaching online and community health (COACH) program: a qualitative study of clubhouse members living with serious mental illness. Transl Behav Med. 2023 May 13;13(5):343-353. doi: 10.1093/tbm/ibad001.

Clubhouse organizations for individuals with serious mental illness (SMI) are structured psychosocial rehabilitation communities, some of which have developed virtual service platforms during the COVID-19 pandemic. This qualitative study explored clubhouse members’ experiences engaging with a virtual clubhouse platform during the COVID-19 pandemic; preferences for interest in and access to digital health content was assessed, as well as suggestions for an online peer lifestyle intervention. The study was guided by a community-based participatory action research framework. Ten focus groups were conducted with 33 clubhouse members (ages 28 to 69 years old, 54.3% women). Participants expressed mixed views about use of the virtual clubhouse platform (delivered over Zoom), with some finding that meeting virtually was better for social anxiety, while others reporting it challenging to interact online and pick up on social cues. The virtual platform offered new opportunities to reach individuals with SMI during the pandemic, but participants noted the importance of having staff to help them get online and navigate the virtual platform. Focus group members highlighted that compatibility with the person facilitating the intervention content was necessary for engagement. Another reported motivation for engagement was participation in health and wellness activities that bring joy and access to community resources and involvement. Recommendations from this study will inform a future adaptation of an intervention, called Group Lifestyle Balance, to suit the needs of clubhouse members.

09/01/2022

Report: Conversational AI Reduces Barriers to Mental Health Treatment

Article Excerpt: A new study from Botco AI, a HIPAA-compliant conversational marketing platform, surveyed executives from various types of mental and behavioral health facilities and organizations to understand the impact of the pandemic and how it has increased the need for mental health services. Titled “The State of Conversational Automation and Access to Mental Health Services,” the study also focused on how mental health service providers are using technology to interact with current and prospective patients. The biggest learning from the study is that conversational AI (artificial intelligence) is a game-changer for behavioral health care. According to the study, “The pandemic’s social-distancing mandates, lockdowns and restrictions prompted the need for online assistance, virtual appointments and digital interactions to facilitate greater accessibility to mental health care.”

Full Article: https://tinyurl.com/4kna78fb

Article Source: Venture Beat

08/02/2022

How Much Are Patients Actually Using Mental Health Apps? Research on Engagement Is Elusive

Article Excerpt: As companies selling health care apps struggle to prove to a skeptical system that they really deliver results, we’re about to start hearing a lot more about “engagement.” A new paper scrutinizing six clinical trials supporting four mental health apps cleared by the Food and Drug Administration argues there’s an urgent need to close the “gap between intention and real-world efficacy for digital therapeutics” — specifically, the dearth of data on how much people actually use digital treatments.

Full Article: https://tinyurl.com/nxu5kryh

Article Source: STAT News

05/16/2022

Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review

Borghouts J, Eikey E, Mark G, De Leon C, Schueller SM, Schneider M, Stadnick N, Zheng K, Mukamel D, Sorkin DH. Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review. J Med Internet Res 2021;23(3):e24387

The purpose of this systematic review was to identify common barriers and facilitators that influence user engagement with digital mental health interventions. All empirical studies that report qualitative and/or quantitative data on a digital mental health intervention among adults were included (N=208 articles). Studies evaluated user engagement through surveys, interviews, focus groups, randomized controlled trials, field studies, analysis of app data, and user reviews. The researchers extracted data related to the user, the program or content offered by the intervention, and the technology and implementation environment. Identified barriers included: severe mental health illnesses that hampered engagement, technical issues, and a lack of personalization. Facilitators included: social connectedness, increased insight into health, and a feeling of being in control of one’s health. These factors should be considered as guidance when evaluating interventions to improve engagement. In addition, this review can help develop targeted strategies to overcome barriers and successfully implement digital mental health interventions.

03/14/2022

Towards digital health equity – A qualitative study of the challenges experienced by vulnerable groups in using digital health services in the COVID-19 era

Kaihlanen AM, Virtanen L, Buchert U, Safarov N, Valkonen P, Hietapakka L, Horhammer I, Kujala S, Kouvonen A, Heponiemi T. (2022). Towards digital health equity – A qualitative study of the challenges experienced by vulnerable groups in using digital health services in the COVID-19 era. BMC Health Serv Res 22, 188. https://doi.org/10.1186/s12913-022-07584-4

This study examined the challenges experienced by vulnerable groups in using digital health services during the COVID-19 pandemic. Researchers conducted semi-structured qualitative interviews between October 2020 and May 2021 in Finland. The 74 participants included older adults, people with migrant status, patients using mental health services, people who are high users of health services, and unemployed people. The barriers of digital health services were interpreted through digital determinants of health based on the Digital Health Equity Framework. The study found that most participants identify insufficient digital and/or language skills as challenges. Participants also indicated a lack of support and training, poor health, and lack of strong e-identification or suitable devices prevented access to digital health. Additionally, digital health was perceived to be not applicable for every case or capable of replacing in-person services. Fear, lack of trust regarding digital platforms, and security concerns were also identified. Participants perceived digital communication with a health care provider to be less personal and more prone to misunderstandings compared to in-person contact. Participants found digital health options were not always available or they were unaware of existing digital services. Based on these findings, the researchers concluded that digital health is not equally accessible to all persons and major issues must be addressed to reduce the accessibility gap.

11/22/2021

A smoking cessation app for nondaily smokers (version 2 of the Smiling Instead of Smoking app): Acceptability and feasibility study

Hoeppner BB, Siegel KR, Carlon HA, Kahler CW, Park ER, Hoeppner SS. (2021). A smoking cessation app for nondaily smokers (version 2 of the Smiling Instead of Smoking app): Acceptability and feasibility study. JMIR Form Res. doi: 10.2196/29760

Researchers evaluated the feasibility and acceptability of version 2 of the Smiling Instead of Smoking app, a positive psychology intervention to help nondaily smokers quit. The study recruited 100 nondaily smokers to use the Smiling Instead of Smoking version 2 app for seven weeks during a quit attempt. The smartphone app provides daily positive psychology exercises and behavioral challenges every 2-3 days. The app also includes tools to track smoking behavior, summary graphs, reminders, note keeping and health information. The study tested feasibility and acceptability by analyzing participants’ interactions with the app, ratings of app usability and usefulness, and perceptions of the helpfulness of the app. Participants also self-reported their desire to smoke, self-efficacy, positive affect, and smoking status. On average, participants used the app for 24.7 out of 49 days. A majority of participants rated the app as easy to use and useful; 87% of participants said the app helped them to quit smoking and 82% said the app helped them to stay positive during the quit attempt. Large effects were observed in decreases in desire to smoke, importance of pros in smoking, and psychoactive benefits of smoking. Medium effects were found in remaining abstinent when met with internal and external cues. However, results indicated unexpected decreases in motivation to quit smoking and in perceived importance of the pros of quitting. Researchers concluded that the Smiling Instead of Smoking V2 was acceptable and feasible in promoting smoking cessation among nondaily smokers. Larger randomized controlled studies are needed.

09/21/2021

Integrating People-Centered and Planet-Centered Design: In Conversation with Elizabeth Murnane

Article Excerpt: Exploring the many approaches and issues involved in developing technologies for wellbeing—from including environmental concerns to building long-lasting, transdisciplinary partnerships both inside and beyond the academy.

Full Article: https://tinyurl.com/5n86t2db

Article Source: XRDS: Crossroads, The ACM Magazine for Students

09/20/2021

Developing a theory-driven serious game to promote prescription opioid safety among adolescents: Mixed methods study

Abraham O, Thakur T, Brown R. (2020). Developing a theory-driven serious game to promote prescription opioid safety among adolescents: Mixed methods study. JMIR Serious Games 2020;8(3):e18207 https://games.jmir.org/2020/3/e18207 DOI: 10.2196/18207

This study aimed to develop a conceptual framework and design a serious game prototype to educate teenagers about prescription opioid safety. Serious games offer engagement activities through a narrative to educate users through role-play and practicing skills in real-life situations. First, researchers created an integrated conceptual framework that included health behavior and game development models. Then, the researchers went through the formal process of serious game development and created a game prototype: MEDSMART: Adventures in PharmaCity. The game prototype was assessed through group discussions, individual interviews, and questionnaires with adolescents after completing gameplay. The researchers analyzed the responses and identified themes. The game was tested with 319 adolescents and emerging young adults (ages 11 to 26 years old) in middle schools, high schools, and colleges in Wisconsin. Results suggested that the teens found the game objectives, outcomes, and design appealing. The participants also gave suggestions to add direction on gameplay, to provide clearer instructions and concise dialogue, and to resolve technical issues in the game. The preliminary feedback will be used to fine-tune the game and integrate learning analytics to track players’ in-game behaviors.

07/26/2021

Smoking cessation avatar-led Acceptance and Commitment Therapy digital intervention: Feasibility and acceptability in young adults

Karekla M, Savvides SN. (2021). Smoking cessation avatar-led Acceptance and Commitment Therapy digital intervention: Feasibility and acceptability in young adults. Translational Behavioral Medicine, 11(1), 198–205. https://doi.org/10.1093/tbm/ibz128

A study was conducted to evaluate the feasibility and acceptability of an avatar-led digital intervention for smoking cessation in youth. The six-session intervention is based on the principles of Acceptance and Commitment Therapy (ACT). The program used avatars as interactive digital characters serving as coaches. Forty-nine participants ages 18-28 years who reported to be regular smokers with Internet access were recruited at three universities in Cyprus. The intervention included six 25-minute sessions covering topics such as external and internal triggers to smoking, present-moment awareness, mindfulness, and relapse prevention. Participants were instructed to space out the sessions at least three days in between each session. At the end of each session, the study collected participants’ satisfaction with the treatment session and perceived helpfulness for quitting. Participants were also asked open-ended questions to gather feedback and suggestions for improvement. After the end of the intervention period, participants completed assessment questionnaires of satisfaction and feedback (0=not at all satisfied to 10=very satisfied). Overall, participants reported that the program was satisfactory, useful, and motivating. Participants’ open-ended comments indicated the intervention videos, games, and metaphors were positively received more than the graphics and avatars. Participants’ recommendations included modifications for more reality-based user experiences and more avatar interactivity. Findings indicate that the avatar-led digital ACT intervention was acceptable and satisfactory for smoking cessation among young adults.