a b s t r a c tIt is increasingly recognised that technology has the potential to significantly improve access, engagement, effectiveness and affordability of treatment for mental health problems. The development of such technology has recently become the subject of Human-Computer Interaction research. As an emerging area with a unique set of constraints and design concerns, there is a need to establish guidelines which encapsulate the knowledge gained from existing development projects. We present an initial set of design guidelines extracted from the literature and from a series of development projects for software to support mental health interventions. The first group of guidelines pertain to the design process itself, addressing the limitations in access to clients in mental healthcare settings, and strategies for collaborative design with therapists. The second group considers major design factors in the development of these technologies, including therapeutic models, client factors, and privacy. The third group concerns conduct of the evaluation process, and the constraints on evaluating mental healthcare technologies. We motivate and explain these guidelines with reference to concrete design projects and problems.
Mobile phones may provide a useful and engaging platform for supporting therapeutic services working with adolescents. This paper examines the potential benefits of the mobile phone for self-charting moods in comparison to existing methods in current practice. The paper describes a mobile phone application designed by the authors which allows adolescents to record moods on their personal mobile phones. The authors propose that a personal mobile device is more suitable for adolescents than other devices. A pilot study with a non-clinical adolescent group in schools comparing a mobile and a paper diary is presented, along with discussion and analysis of the results. The main finding of the study was that compliance is significantly higher on mobile phones than paper, and the task was not found to be any more difficult to complete using mobile phones than with paper charts. A number of salient issues requiring further research are also identified.
Mental illness is a significant and growing problem throughout the world. Many mental health problems have their root in childhood, and early intervention is recommended.Engaging young people in psychotherapeutic activities is challenging, and treatment adherence is often poor. This paper presents a series of studies carried out as part of the development of a mobile and online symptom tracking tool for adolescents with mental health problems. Teenagers use the system to record symptoms on their mobile phones and can view this information in a clinical setting with a therapist. We focus on a clinical pilot of the system with ten users in public mental health clinics. As well as indicating that the mobile diary tool can increase client adherence to therapeutic activities, the study yields insight into the factors influencing the success of the design and informs the design of other systems to be used as adjuncts to therapy.
Although mental health problems increase markedly during adolescent years, therapists often find it difficult to engage with adolescents. The majority of disturbed adolescents do not receive professional mental health care and of those who do fewer still will fully engage with the therapeutic process (Offer et al. 1991; US Surgeon General 1999). Personal Investigator (PI) is a 3D computer game specifically designed to help adolescents overcome mental health problems such as depression and help them engage more easily with professional mental health care services. PI is an implementation of a new computer mediated model for how therapists and adolescents can engage. The model has its theoretical foundations in play therapy and therapeutic storytelling and applies current research on the educational use of computer gaming and interactive narrative systems to these foundations. Previously demonstrated benefits of computer games and interactive narrative systems in education include increased motivation, increased self-esteem, improved problem solving and discussion skills and improved storytelling skills (
Identifying episodes of significant stress is a challenging problem with implications for personal health and interface adaptation. We present the results of a study comparing multiple modalities of minimally intrusive stress sensing in real-world environments, collected from seven participants as they carried out their everyday activities over a ten-day period. We compare the data streams produced by sensors and self-report measures, in addition to asking the participants, themselves, to reflect on the accuracy and completeness of the data that had been collected. Finally, we describe the range of participant experiences-both positive and negative-as they reported their everyday stress levels. As a result of this study, we demonstrate that voice-based stress sensing tracks with electrodermal activity and self-reported stress measures in real-world environments and we identify limitations of various sensing approaches.
This study provides increased understanding of self-monitoring practices, attitudes, and needs of individuals with bipolar disorder. This knowledge bears implications for clinical researchers and practitioners seeking insight into how individuals independently self-manage their condition as well as for researchers designing monitoring technologies to support mental health management.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.