Accepted for/Published in: JMIR Mental Health
Date Submitted: Nov 7, 2018
Open Peer Review Period: Nov 9, 2018 - Dec 13, 2018
Date Accepted: Mar 24, 2019
(closed for review but you can still tweet)
User segmentation important for designing computerized therapy for adolescent mental health: Findings from scoping processes
ABSTRACT
Background:
New Zealand youth, especially those of Māori and Pacific descent, have high rates of depression, anxiety and self-harm, yet have low rates of help-seeking from mental health professionals. Digital tools can be effective, highly scalable treatments for anxiety and depression. Co-design processes are often used to foster engagement with end-users, but this does not always lead to high levels of engagement.
Objective:
We aimed to carry out preliminary scoping to understand adolescents’ current internet use and diversity of preferences in order to inform a planned co-design process for creating digital mental health tools for teenagers.
Methods:
Interactive workshops and focus groups were held with young people. Data were analyzed using a general inductive approach.
Results:
Participants (n=58) engaged in two whānau (extended family) focus groups (4, 5), two school or community-based focus groups (9, 9), and two workshops (11, 20). Three overarching themes were identified. Theme 1: This theme reflected respondents’ views that digital mental health tools are unlikely to be successful if they rely solely on youth help-seeking. Theme 2: A single approach is unlikely to appeal to all. Importantly, different groups and individuals had diverse, non-compatible preferences in terms of ‘look or feel’ of an app or digital tool. In particular some considered gamification important, while others considered this trivializing. Theme 3: Digital mental health tools should provide an immediate response to a range of different issues and challenges that a young person may face.
Conclusions:
There were diverse and often conflicting preferences in terms of look and style of an internet intervention, highlighting the need for targeted or segmented approaches. We have proposed a taxonomy of four user groups who differed by age and degree of current mental health need: ‘players / gamers’, ‘engagers’, ‘sceptics’ and ‘straight-talkers’. These groups: preferred gamified or fun approaches; were open to a range of approaches; were generally disinterested; or preferred direct-to-the-point, serious approaches, respectively. This study demonstrates the importance of scoping possible user needs to inform design processes.
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