Developing an Internet-Based Cognitive Behavioral Therapy Intervention for Adolescents With Anxiety Disorders: Design, Usability, and Initial Evaluation of the CoolMinds Intervention.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Nikita Marie Sørensen, Helene Skaarnes, Kim Mathiasen, Mikael Thastum, Johanne Jeppesen Lomholt
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引用次数: 0

Abstract

Background: Digital mental health interventions may help increase access to psychological treatment for adolescents with anxiety disorders. However, many clinical evaluations of digital treatments report low adherence and engagement and high dropout rates, which remain challenges when the interventions are implemented in routine care. Involving intended end users in the development process through user-centered design methods may help maximize user engagement and establish the validity of interventions for implementation.

Objective: This study aimed to describe the methods used to develop a new internet-based cognitive behavioral therapy intervention, CoolMinds, within a user-centered design framework.

Methods: The development of intervention content progressed in three iterative design phases: (1) identifying needs and design specifications, (2) designing and testing prototypes, and (3) running feasibility tests with end users. In phase 1, a total of 24 adolescents participated in a user involvement workshop exploring their preferences on graphic identity and communication styles as well as their help-seeking behavior. In phase 2, a total of 4 adolescents attended individual usability tests in which they were presented with a prototype of a psychoeducational session and asked to think aloud about their actions on the platform. In phase 3, a total of 7 families from the feasibility trial participated in a semistructured interview about their satisfaction with and initial impressions of the platform and intervention content while in treatment. Activities in all 3 phases were audio recorded, transcribed, and coded using thematic analysis and qualitative description design. The intervention was continuously revised after each phase based on the feedback.

Results: In phase 1, adolescent feedback guided the look and feel of the intervention content (ie, color scheme, animation style, and communication style). Participants generally liked content that was relatable and age appropriate and felt motivating. Animations that resembled "humans" received more votes as adolescents could better "identify" themselves with them. Communication should preferably be "supportive" and feel "like a friend" talking to them. Statements including praise-such as "You're well on your way. How are you today?"-received the most votes (12 votes), whereas directive statements such as "Tell us how your day has been?" and "How is practicing your steps going?" received the least votes (2 and 0 votes, respectively). In phase 2, adolescents perceived the platform as intuitive and easy to navigate and the session content as easy to understand but lengthy. In phase 3, families were generally satisfied with the intervention content, emphasizing the helpfulness of graphic material to understand therapeutic content. Their feedback helped identify areas for further improvement, such as editing down the material and including more in-session breaks.

Conclusions: Using user involvement practices in the development of interventions helps ensure continued alignment of the intervention with end-user needs and may help establish the validity of the intervention for implementation in routine care practice.

开发一种基于互联网的青少年焦虑症认知行为治疗干预:冷静思维干预的设计、可用性和初步评估。
背景:数字化心理健康干预措施可能有助于增加患有焦虑症的青少年获得心理治疗的机会。然而,许多数字治疗方法的临床评估报告显示,坚持率和参与率较低,辍学率较高,这在常规护理中实施干预时仍然是个挑战。通过以用户为中心的设计方法让目标最终用户参与到开发过程中,可能有助于最大限度地提高用户参与度,并为干预措施的实施建立有效性:本研究旨在描述在以用户为中心的设计框架内开发基于互联网的认知行为疗法干预措施 CoolMinds 所使用的方法:干预内容的开发分为三个迭代设计阶段:(1) 确定需求和设计规范,(2) 设计和测试原型,(3) 与最终用户进行可行性测试。在第一阶段,共有 24 名青少年参加了用户参与研讨会,探讨他们对图形标识和交流方式的偏好以及他们的求助行为。在第二阶段,共有 4 名青少年参加了个人可用性测试,在测试中,他们看到了心理教育课程的原型,并被要求大声思考他们在平台上的行为。在第三阶段,共有 7 个来自可行性试验的家庭参加了半结构式访谈,了解他们在治疗期间对平台和干预内容的满意度和初步印象。所有三个阶段的活动都进行了录音、转录,并采用主题分析和定性描述设计进行了编码。每个阶段结束后,都会根据反馈意见对干预措施进行持续修订:在第一阶段,青少年的反馈意见对干预内容的外观和感觉(即配色方案、动画风格和交流风格)起到了指导作用。参与者普遍喜欢贴近生活、符合年龄特点、具有激励作用的内容。与 "人 "相似的动画获得了更多的选票,因为青少年能更好地 "认同 "这些动画。交流最好是 "支持性的",感觉就像 "朋友 "在与他们交谈。包括表扬在内的话语,如 "你做得很好。你今天好吗?"这样的表扬得票最多(12 票),而 "告诉我们你今天过得怎么样?"和 "你的台阶练习得怎么样了?"这样的指令性语句得票最少(分别为 2 票和 0 票)。在第 2 阶段,青少年认为该平台直观且易于浏览,课程内容易于理解但冗长。在第 3 阶段,家庭普遍对干预内容表示满意,并强调图形材料有助于理解治疗内容。他们的反馈意见帮助确定了需要进一步改进的地方,如编辑材料和增加疗程中的休息时间:结论:在干预措施的开发过程中采用用户参与的做法有助于确保干预措施与最终用户的需求保持一致,并有助于确定干预措施在日常护理实践中实施的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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