ArticleJMIR mHealth and uHealth2020
A Mobile Phone-Based App for Use During Cognitive Behavioral Therapy for Adolescents With Anxiety (MindClimb): User-Centered Design and Usability Study.
Article in JMIR mHealth and uHealth, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 34 papers, 4 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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
34 citing papers in PubMed, 4 syntheses or guidelines pooled it, 64 citations in OpenAlex.
- Examining Challenges to Co-Design Digital Health Interventions With End Users: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Personalization variables in digital mental health interventions for depression and anxiety in adolescents and youth: a scoping review.Frontiers in digital health · 2025Pooled it
- Mobile applications in adolescent psychotherapy during the COVID-19 pandemic: a systematic review.Frontiers in public health · 2024Pooled it
- A Systematic Review of Mobile Apps as an Adjunct to Psychological Interventions for Emotion Dysregulation.International journal of environmental research and public health · 2023Pooled it
- Acceptability, Feasibility, and Preliminary Effectiveness of a Mobile App for Teens With or at High Risk for Eating Disorders: A Three-Arm Pilot Randomized Controlled Trial Comparing Self-Help, Guided Self-Help, and Guided Self-Help With a Social Networking Component.The International journal of eating disorders · 2026Trial
- Pilot Study of a Mobile, Virtual Reality-Based Digital Therapeutic for Smoking Cessation: Randomized Controlled Trial.JMIR mHealth and uHealth · 2025Trial
- Article
- Digital mental health apps for young people in Europe: A systematic cross-country analysis.PLOS digital health · 2026Article
- ENHANCE (Tailored Intervention for Brain Health and Cognitive Enrichment for Cognitive Health), a Coach-Supported Digital Intervention for Dementia Prevention in Underserved Older Adults: Co-Design and Usability Study.Journal of medical Internet research · 2026Article
- Adolescents' and youths' perceived barriers and facilitators to engaging with digital mental health interventions for depression and anxiety: A scoping review.Internet interventions · 2025Review
- Smartphone Apps and Wearables for Health Parameters in Young Adulthood: Cross-Sectional Study.JMIR human factors · 2025Article
- mHealth Applications for Childhood Anxiety Disorders: Current Landscape, Challenges, and Future Directions.Current psychiatry reports · 2025Review
- Agile evaluation including two pragmatic trials on the uptake of a digital screening service.NPJ digital medicine · 2025Article
- Preadolescent Children Using Real-Time Heart Rate During Moderate to Vigorous Physical Activity: A Feasibility Study.JMIR human factors · 2025Article
- Afraid of the dentist? There's an app for that: Development and usability testing of a cognitive behavior therapy-based mobile app.PLOS digital health · 2024Article
- Children and young people's preferences and needs when using health technology to self-manage a long-term condition: a scoping review.Archives of disease in childhood · 2024Article
- Co-designing discharge communication interventions for mental health visits to the pediatric emergency department: a mixed-methods study.Research involvement and engagement · 2024Article
- The Importance of Practicing at Home During and Following Cognitive Behavioral Therapy for Childhood Anxiety Disorders: A Conceptual Review and New Directions to Enhance Homework Using Mhealth Technology.Clinical child and family psychology review · 2024Review
- Problems and Barriers Related to the Use of mHealth Apps From the Perspective of Patients: Focus Group and Interview Study.Journal of medical Internet research · 2024Article
- User-Centered Development of a Mobile App to Assess the Quality of Life of Patients With Cancer: Iterative Investigation and Usability Testing.JMIR cancer · 2023Article
Corrections and comments
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Authors and funding
8 authors at 4 institutions in 1 country.
Funding
Abstract
backgroundMobile device-based tools to help adolescents practice skills outside of cognitive behavioral therapy (CBT) sessions for treating an anxiety disorder may lead to greater treatment gains.
objectiveThis study aimed to develop, design, and test the acceptability, learnability, heuristics, and usability of MindClimb, a smartphone-based app for adolescents with anxiety to use between CBT sessions to plan and complete exposure activities using skills (cognitive, relaxation, exposure practice, and reward) learned in treatment.
methodsThis 3-phase study took place from August 2015 to December 2018. In phase 1, the app was designed and developed in consultation with young people and CBT therapists to identify desired functions and content. Feedback was subjected to thematic analysis using a general inductive approach. In phase 2, we conducted 2 high-fidelity testing sessions using the think-aloud approach (acceptability, learnability, usability) and 10-item System Usability Scale with 10 adolescents receiving CBT. The high-fidelity MindClimb app was evaluated by 5 app developers based on Nielsen's usability heuristics and 5-point severity ranking scale. In phase 3, a total of 8 adolescents and 3 therapists assessed the usability of MindClimb during CBT sessions by recording the frequency of skills practice, use of MindClimb features, satisfaction with the app, and barriers and facilitators to app use during treatment.
resultsFeedback from phase 1 consultations indicated that the app should (1) be responsive to user needs and preferences, (2) be easy to use and navigate, (3) have relevant content to the practice of CBT for anxiety, and (4) be aesthetically appealing. Using this feedback as a guide, a fully functional app prototype for usability testing and heuristic evaluation was developed. In phase 2, think-aloud and usability data resulted in minor revisions to the app, including refinement of exposure activities. The average system usability score was 77 in both testing cycles, indicating acceptable usability. The heuristic evaluation by app developers identified only minor errors (eg, loading speed of app content, with a score of 1 on the severity ranking scale). In phase 3, adolescents considered app features for completing exposure (6.2/10) and relaxation (6.4/10) modestly helpful. Both adolescents (average score 11.3/15, SD 1.6) and therapists (average score 10.0/12, 2.6 SD) reported being satisfied with the app.
conclusionsThe user-centered approach to developing and testing MindClimb resulted in a mobile health app that can be used by adolescents during CBT for anxiety. Evaluation of the use of this app in a clinical practice setting demonstrated that adolescents and therapists generally felt it was helpful for CBT practice outside of therapy sessions. Implementation studies with larger youth samples are necessary to evaluate how to optimize the use of technology in clinical care and examine the impact of the app plus CBT on clinical care processes and patient outcomes.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.