2021
DOI: 10.2196/21085
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Development of the Niggle App for Supporting Young People on Their Dynamic Journey to Well-being: Co-design and Qualitative Research Study

Abstract: Background Adolescence is a life stage characterized by intense development and increased vulnerability. Yet, young people rarely seek help for mental health, often due to stigma and embarrassment. Alarmingly, even those who do seek help may not be able to receive it. Interventions focused on well-being offer a protective factor against adversity. Highly effective, innovative, theoretically sound, accessible, and engaging mobile health (mHealth) interventions that can be used to look beyond mental … Show more

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Cited by 13 publications
(7 citation statements)
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“…The findings from our co-design process are largely consistent with what has been found by other research groups regarding youth design preferences (Jeminiwa et al, 2019;Kenny et al, 2016;Stoyanov et al, 2021;Werner-Seidler et al, 2017). However, in contrast to the design of other adolescent CBT interventions that utilise smartphone technology, such as Sleep Ninja (Werner-Seidler et al, 2017) and Pesky gNATs (Chapman et al, 2016), adolescents in the current study did not endorse gamification, a chatbot feature, or calming images and colours.…”
Section: Settingssupporting
confidence: 88%
See 1 more Smart Citation
“…The findings from our co-design process are largely consistent with what has been found by other research groups regarding youth design preferences (Jeminiwa et al, 2019;Kenny et al, 2016;Stoyanov et al, 2021;Werner-Seidler et al, 2017). However, in contrast to the design of other adolescent CBT interventions that utilise smartphone technology, such as Sleep Ninja (Werner-Seidler et al, 2017) and Pesky gNATs (Chapman et al, 2016), adolescents in the current study did not endorse gamification, a chatbot feature, or calming images and colours.…”
Section: Settingssupporting
confidence: 88%
“…Interventions that have resulted from co-design processes show some degree of consistency regarding the needs and preferences of youth (Kenny et al, 2016;Stoyanov et al, 2021;Werner-Seidler et al, 2017). Specifically, young people's feedback on digital mental health prototypes has consistently indicated that they endorse aspects such as trustworthy design and content, engaging and interactive features, gamification, ease of use, personalisation and customisability, security and privacy, ability to access and use independently, social interaction, and visual appeal (Kenny et al, 2016;Stoyanov et al, 2021;Werner-Seidler et al, 2017). However, to capitalise on the potential of digital health interventions in addressing treatment gaps, it is critical to also include those supporting adolescent care in the co-design process.…”
Section: Introductionmentioning
confidence: 99%
“…Participants mentioned learning to empower themselves to gain mental resilience and maintaining a self-care routine to support their mental well-being. It is important to note that these described journeys overlapped across personas and could be experienced nonlinearly instead of being necessarily sequential [ 49 , 50 ].…”
Section: Resultsmentioning
confidence: 99%
“…However, they found that the use of these strategies was limited in apps available for youth, with social connectivity being the most used but with few examples of interactive multimedia experiences. Several studies have worked with youth to co-design digital mental health interventions [32][33][34][35], including MHapps, but these studies have often resulted in early-stage ideas or functional prototypes that, although sometimes are evaluated, rarely make it to app stores or other places where youth could access them. Finally, many studies have focused on trying to understand MHapps from app store user reviews [36,37].…”
Section: Including Youth Perspectives In the Research Processmentioning
confidence: 99%