ArticleJMIR human factors2017
Exploring User Learnability and Learning Performance in an App for Depression: Usability Study.
Article in JMIR human factors, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 3 of them syntheses that pooled it.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
17 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Towards Understanding the Usability Attributes of AI-Enabled eHealth Mobile Applications.Journal of healthcare engineering · 2021Pooled it
- Smartphone Apps for the Treatment of Mental Disorders: Systematic Review.JMIR mHealth and uHealth · 2020Pooled it
- Digital Mental Health Interventions for Depression, Anxiety, and Enhancement of Psychological Well-Being Among College Students: Systematic Review.Journal of medical Internet research · 2019Pooled it
- Examining a stepped-care telehealth program for parents of young children with autism: a proof-of-concept trial.Molecular autism · 2021Trial
- Behavioral and cognitive intervention strategies delivered via coached apps for depression: Pilot trial.Psychological services · 2019Trial
- A virtual reality-based self-guided training on identification of negative automatic thoughts in healthy adults: a mixed-methods feasibility study.Frontiers in psychiatry · 2024Article
- SweetMama: Usability Assessment of a Novel Mobile Application Among Low-Income Pregnant People to Assist With Diabetes Management and Support.Diabetes spectrum : a publication of the American Diabetes Association · 2023Article
- Personalization strategies in digital mental health interventions: a systematic review and conceptual framework for depressive symptoms.Frontiers in digital health · 2023Review
- Centering Lived Experience in Developing Digital Interventions for Suicide and Self-injurious Behaviors: User-Centered Design Approach.JMIR mental health · 2021Article
- Exploring Usability Issues of a Smartphone-Based Physician-to-Physician Teleconsultation App in an Orthopedic Clinic: Mixed Methods Study.JMIR human factors · 2021Article
- Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults.Research in social & administrative pharmacy : RSAP · 2020Article
- Unsupervised assessment of cognition in the Healthy Brain Project: Implications for web-based registries of individuals at risk for Alzheimer's disease.Alzheimer's & dementia (New York, N. Y.) · 2020Article
- Exploring an Existing Weight Management App for Use With Adolescents and Young Adults With Spina Bifida: Usability Study.JMIR pediatrics and parenting · 2019Article
- A Mobile App-Based Intervention for Depression: End-User and Expert Usability Testing Study.JMIR mental health · 2018Article
- Evaluation of a recommender app for apps for the treatment of depression and anxiety: an analysis of longitudinal user engagement.Journal of the American Medical Informatics Association : JAMIA · 2018Article
- JPP Student Journal Club Commentary: Smartphone-Delivered Interventions for Pediatric Populations: Improving Methodologies to Address Concerns of Feasibility and Efficacy.Journal of pediatric psychology · 2018Article
- User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness.JMIR serious games · 2018Article
Corrections and comments
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Authors and funding
6 authors.
Funding
Abstract
backgroundMental health apps tend to be narrow in their functioning, with their focus mostly being on tracking, management, or psychoeducation. It is unclear what capability such apps have to facilitate a change in users, particularly in terms of learning key constructs relating to behavioral interventions. Thought Challenger (CBITs, Chicago) is a skill-building app that engages users in cognitive restructuring, a core component of cognitive therapy (CT) for depression.
objectiveThe purpose of this study was to evaluate the learnability and learning performance of users following initial use of Thought Challenger.
methodsTwenty adults completed in-lab usability testing of Thought Challenger, which comprised two interactions with the app. Learnability was measured via completion times, error rates, and psychologist ratings of user entries in the app; learning performance was measured via a test of CT knowledge and skills. Nonparametric tests were conducted to evaluate the difference between individuals with no or mild depression to those with moderate to severe depression, as well as differences in completion times and pre- and posttests.
resultsAcross the two interactions, the majority of completion times were found to be acceptable (5 min or less), with minimal errors (1.2%, 10/840) and successful completion of CT thought records. Furthermore, CT knowledge and skills significantly improved after the initial use of Thought Challenger (P=.009).
conclusionsThe learning objectives for Thought Challenger during initial uses were successfully met in an evaluation with likely end users. The findings therefore suggest that apps are capable of providing users with opportunities for learning of intervention skills.
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