Pozuelo JR, Moffett BD, Davis M, et al. User-Centered Design of a Gamified Mental Health App for Adolescents in Sub-Saharan Africa: Multicycle Usability Testing Study. JMIR Form Res. 2023;7:e51423. doi:10.2196/51423
This multicycle usability testing study examined the co-design process of a novel gamified mental health app for adolescents in low-and middle-income countries. Adolescents from South Africa and Uganda were recruited to provide feedback on the development of the Kuamsha mobile app. The first stage of conceptualization included 5 focus groups (n=37), in-depth interviews (n=4), caregiver (n=6), and schoolteacher (n=7) focus groups. Phase two, prototyping, included 8 usability testing sessions (n=8), 3 wireframe focus groups (n=34), and 6 participatory workshops (n=40). In the product release phase, 24 usability testing sessions were conducted, and a pre-pilot (n=17), in the final evaluation phase two feasibility studies were conducted in Uganda (n=31) and South Africa (n=196). Several themes emerged from the user-centered design process. Adolescents requested the use of pictures and gamification incentives. In addition, they wanted character images to look like them and reflect the racial demographics of the target users. Additional requested topics included alcohol use, smoking cessation, and sexual health. Teens felt the app would be a safe space to seek help confidently but worried about airtime and data with a mobile phone app. Future research will explore the feasibility and efficacy of the Kuamsha app.