Background Psychosocial eHealth interventions for people with cancer are promising in reducing distress; however, their results in terms of effects and adherence rates are quite mixed. Developing interventions with a solid evidence base while still ensuring adaptation to user wishes and needs is recommended to overcome this. As most models of eHealth development are based primarily on examining user experiences (so-called bottom-up requirements), it is not clear how theory and evidence (so-called top-down requirements) may best be integrated into the development process. Objective This study aims to investigate the integration of top-down and bottom-up requirements in the co-design of eHealth applications by building on the development of a mobile self-compassion intervention for people with newly diagnosed cancer. Methods Four co-design tasks were formulated at the start of the project and adjusted and evaluated throughout: explore bottom-up experiences, reassess top-down content, incorporate bottom-up and top-down input into concrete features and design, and synergize bottom-up and top-down input into the intervention context. These tasks were executed iteratively during a series of co-design sessions over the course of 2 years, in which 15 people with cancer and 7 nurses (recruited from 2 hospitals) participated. On the basis of the sessions, a list of requirements, a final intervention design, and an evaluation of the co-design process and tasks were yielded. Results The final list of requirements included intervention content (eg, major topics of compassionate mind training such as psychoeducation about 3 emotion systems and main issues that people with cancer encounter after diagnosis such as regulating information consumption), navigation, visual design, implementation strategies, and persuasive elements. The final intervention, Compas-Y, is a mobile self-compassion training comprising 6 training modules and several supportive functionalities such as a mood tracker and persuasive elements such as push notifications. The 4 co-design tasks helped overcome challenges in the development process such as dealing with conflicting top-down and bottom-up requirements and enabled the integration of all main requirements into the design. Conclusions This study addressed the necessary integration of top-down and bottom-up requirements into eHealth development by examining a preliminary model of 4 co-design tasks. Broader considerations regarding the design of a mobile intervention based on traditional intervention formats and merging the scientific disciplines of psychology and design research are discussed.
The Covid-19 pandemic has had many negative consequences on the general public mental health. The aim of this study was to test the effectiveness of and satisfaction with an app with gratitude exercises to improve the mental health of people with reduced mental well-being due to the Covid-19 pandemic, as well as potential mechanisms of well-being change and dose–response relationships. A two-armed randomized controlled trial design was used, with two groups receiving the 6-week gratitude intervention app either immediately (intervention group, n = 424) or after 6 weeks (waiting list control group, n = 425). Assessments took place online at baseline (T0), six weeks later (T1) and at 12 weeks (T2), measuring outcomes (i.e., mental well-being, anxiety, depression, stress), and potential explanatory variables (i.e., gratitude, positive reframing, rumination). Linear mixed models analyses showed that when controlled for baseline measures, the intervention group scored better on all outcome measures compared to the control group at T1 (d = .24–.49). These effects were maintained at T2. The control group scored equally well on all outcome measures at T2 after following the intervention. Effects of the intervention on well-being were partially explained by gratitude, positive reframing, and rumination, and finishing a greater number of modules was weakly related to better outcomes. The intervention was generally appealing, with some room for improvement. The results suggest that a mobile gratitude intervention app is a satisfactory and effective way to improve the mental health of the general population during the difficult times of a pandemic.
BACKGROUND Psychosocial eHealth interventions for people with cancer are promising in reducing distress, however their results in terms of effects and rates of adherence are quite mixed. To overcome this, developing interventions with a solid evidence base is recommended, while still ensuring adaptation to user wishes and needs. Since most models of eHealth development are based on examining user experiences only (bottom-up requirements), it is not clear how theory and evidence (top-down requirements) may best be integrated into this process. OBJECTIVE To investigate the integration of top-down and bottom-up requirements in the co-design of eHealth applications, by building on a case study of the development of a mobile self-compassion intervention for newly diagnosed cancer patients. METHODS Four co-design tasks were formulated at the start of the project and adjusted and evaluated throughout: 1) explore bottom-up experiences, 2) reassess top-down content, 3) incorporate bottom-up and top-down into concrete features and design, 4) synergize bottom-up and top-down into intervention context. These tasks were executed iteratively during a series of co-design sessions over the course of 2 years, in which 15 patients and 7 nurses (recruited via 2 hospitals) participated. Based on these sessions, a list of requirements, a final intervention design and an evaluation of the co-design tasks was yielded. RESULTS The final list of requirements included intervention content (e.g. main topics of Compassionate Mind Training such as psycho-education about three emotion systems, main issues that patients encounter post-diagnosis such as regulating information consumption), navigation, visual design, implementation strategies and persuasive elements. The final intervention ‘Compas-Y’ is a mobile self-compassion training that consists of six training modules and several supportive functionalities such as a mood tracker and persuasive elements such as push notifications. The four co-design tasks helped to overcome challenges in the development process such as dealing with conflicting top-down and bottom-up requirements, and enabled the integration of all main requirements into the design. CONCLUSIONS Our study addresses the necessary integration of top-down and bottom-up requirements into eHealth development, by examining a preliminary model of four co-design tasks. Broader considerations regarding designing a mobile intervention based on traditional intervention formats and merging the scientific disciplines of psychology and design research are discussed.
Background The Dutch CoronaMelder (CM) app is the official Dutch contact-tracing app (CTA). It has been used to contain the spread of the SARS-CoV-2 in the Netherlands. It allows its users and those of connected apps to anonymously exchange warnings about potentially high-risk contacts with individuals infected with the SARS-CoV-2. Objective The goal of this mixed methods study is to understand the use of CTA in the pandemic and its integration into the Municipal Health Services (MHS) efforts of containment through contact tracing. Moreover, the study aims to investigate both the motivations and user experience–related factors concerning adherence to quarantine and isolation measures. Methods A topic analysis of 56 emails and a web-based survey of 1937 adults from the Netherlands, combined with a series of 48 in-depth interviews with end users of the app and 14 employees of the Dutch MHS involved in contact tracing, were conducted. Mirroring sessions were held (n=2) with representatives from the development (n=2) and communication teams (n=2) responsible for the creation and implementation of the CM app. Results Topic analysis and interviews identified procedural and technical issues in the use of the CTA. Procedural issues included the lack of training of MHS employees in the use of CTAs. Technical issues identified for the end users included the inability to send notifications without phone contact with the MHS, unwarranted notifications, and nightly notifications. Together, these issues undermined confidence in and satisfaction with the app’s use. The interviews offered a deeper understanding of the various factors at play and their effects on users; for example, the mixed experiences of the app’s users, the end user’s own fears, and uncertainties concerning the SARS-CoV-2; problematic infrastructure at the time of the app’s implementation on the side of the health services; the effects of the society-wide efforts in containment of the SARS-CoV-2 on the CM app’s perception, resulting in further doubts concerning the app’s effectiveness among MHS workers and citizens; and problems with adherence to behavioral measures propagated by the app because of the lack of confidence in the app and uncertainty concerning the execution of the behavioral measures. All findings were evaluated with the app’s creators and have since contributed to improvements. Conclusions Although most participants perceived the app positively, procedural and technical issues identified in this study limited satisfaction and confidence in the CM app and affected its adoption and long-term use. Moreover, these same issues negatively affected the CM app’s effectiveness in improving compliance with behavioral measures aimed at reducing the spread of the SARS-CoV-2. This study offers lessons learned for future eHealth interventions in pandemics. Lessons that can aid in more effective design, implementation, and communication for more effective and readily adoptable eHealth applications.
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