ArticleDigital health
Co-designing a digital mental health platform, "Momentum", with young people aged 7-17: A qualitative study.
Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 29 papers, 1 of them a synthesis that pooled it.
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Who cites it
29 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Examining Challenges to Co-Design Digital Health Interventions With End Users: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Conceptualising and operationalising 'patient and public involvement' (PPI) and 'responsible research and innovation' (RRI) in youth mental health research: a scoping review.Research involvement and engagement · 2026Review
- Parental needs and experiences with e-Health applications in chronic pediatric care - a scoping review.BMC pediatrics · 2026Article
- Adolescents' Preferences, Experiences, and Views of 2 Online Programs for Anxiety and Depressive Symptoms: Qualitative Interview Study.JMIR pediatrics and parenting · 2026Article
- The Many Faces of Engagement: A Scoping Review of Paediatric Patient and Family Engagement in Clinical Care, Education and Research.Health expectations : an international journal of public participation in health care and health policy · 2026Article
- Fostering Digital Resilience Among Youth Who Experienced Cyberbullying: Design Thinking Approach.Journal of medical Internet research · 2026Article
- Immediate Effects and Experiences of a Digital Single-Session Behavioural Activation Based Intervention for Adolescents: A Single Arm Pre-post Programme Evaluation of Project ABC in the UK.Clinical child psychology and psychiatry · 2026Article
- Designing a Carbohydrate Counting App for Young Adults With Type 1 Diabetes: Usability Testing Interview Study.Journal of medical Internet research · 2026Article
- Developing a primary care-based cognitive behavioral intervention for anxiety in children through a participatory approach: a qualitative study.BMC primary care · 2026Article
- Narrative-driven virtual reality serious game to support type 1 diabetes self-management in children.Scientific reports · 2025Article
- "My Day is Already Planned Out Before I Even Get to Choose it": Using Youth-Oriented Research to Understand and Measure What Matters to Youth Aged 12-15 Years and the Implications for Mental Health Services.Child psychiatry and human development · 2025Article
- Individual and organizational outcomes of engaging peers in the cocreation of digital mental health interventions.Psychological services · 2025Article
- Co-Creation and Validation of a Social Media Resource for Mental Health Literacy Among Spanish Adolescents.Health expectations : an international journal of public participation in health care and health policy · 2025Article
- Article
- Exploring healthcare providers' perspectives on the factors that facilitate primary health care access among Aboriginal and Torres Strait Islander young people: a qualitative study in Southeast Queensland.BMC primary care · 2025Article
- Payors, Caregivers, and Teens: Aligning Priorities for Effective Digital Mental Health Tools.Journal of medical Internet research · 2025Article
- mHealth Applications for Childhood Anxiety Disorders: Current Landscape, Challenges, and Future Directions.Current psychiatry reports · 2025Review
- Peer Perspectives on Challenges Encountered During a Multi-Site Digital Mental Health Intervention Project.Administration and policy in mental health · 2025Article
- Designing Chatbots to Treat Depression in Youth: Qualitative Study.JMIR human factors · 2025Article
- Consumers' Perspectives on the Design of a New Digital Frailty Education Course, 'Focus on Frailty': A Qualitative Co-Design Study.Health expectations : an international journal of public participation in health care and health policy · 2025Article
Corrections and comments
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Authors and funding
12 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Introduction: Digital mental health interventions (DMHIs) offer a promising alternative or adjunct treatment method to face-to-face treatment, overcoming barriers associated with stigma, access, and cost. This project is embedded in user experience and co-design to enhance the potential acceptability, usability and integration of digital platforms into youth mental health services. Objective: To co-design a digital mental health platform that provides self-directed, tailored, and modularised treatment for young people aged 7-17 years experiencing anxiety, depression and other related problems. Methods: Sixty-eight participants, aged 7-17 years, engaged in one of 20 co-design workshops. Eight workshops involved children (n = 26, m = 9.42 years, sd = 1.27) and 12 involved adolescents (n = 42, m = 14.57 years, sd = 1.89). Participants engaged in a variety of co-design activities (e.g., designing a website home page and rating self-report assessment features). Workshop transcripts and artefacts (e.g., participants' drawings) were thematically analysed using Gale et al.'s Framework Method in NVivo. Results: Six themes were identified: Interactive; Relatable; Customisable; Intuitive; Inclusive; and Personalised, transparent and trustworthy content. The analysis revealed differences between children's and adolescents' designs and ideas, supporting the need for two different versions of the platform, with age-appropriate activities, features, terminology, and content. Conclusions: This research showcased co-design as a powerful tool to facilitate collaboration with young people in designing DMHIs. Two sets of recommendations were produced: 1) recommendations for the design, functionality, and content of youth DMHIs, supported by child- and adolescent-designed strategies; and 2) recommendations for clinicians and researchers planning to conduct co-design and intervention development research with children and adolescents.
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Registered trials
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