Abstract

BackgroundNew Zealand youth, especially those of Māori and Pacific descent, have high rates of depression, anxiety, and self-harm, but have low rates of help-seeking from mental health professionals. Apps, computerized therapy, and other digital tools can be effective, highly scalable treatments for anxiety and depression. Co-design processes are often used to foster engagement with end users, but this does not always lead to high levels of engagement.ObjectiveWe aimed to carry out preliminary scoping to understand adolescents’ current internet use and diversity of preferences to inform a planned co-design process for creating digital mental health tools for teenagers.MethodsInteractive workshops and focus groups were held with young people. Data were analyzed using a general inductive approach.ResultsParticipants (N=58) engaged in 2 whānau (extended family) focus groups (n=4 and n=5), 2 school- or community-based focus groups (n=9 each), and 2 workshops (n=11 and n=20). The authors identified 3 overarching themes: (1) Digital mental health tools are unlikely to be successful if they rely solely on youth help-seeking. (2) A single approach is unlikely to appeal to all. Participants had diverse, noncompatible preferences in terms of look or feel of an app or digital tool. The authors identified 4 user groups players or gamers, engagers, sceptics, and straight-talkers. These groups differed by age and degree of current mental health need and preferred gamified or fun approaches, were open to a range of approaches, were generally disinterested, or preferred direct-to-the-point, serious approaches, respectively. (3) Digital mental health tools should provide an immediate response to a range of different issues and challenges that a young person may face.ConclusionsDefining the preferences of different groups of users may be important for increasing engagement with digital therapies even within specific population and mental health–need groups. This study demonstrates the importance of scoping possible user needs to inform design processes.

Highlights

  • BackgroundDepression and anxiety, including clinical disorders and subclinical symptoms, are common among young people

  • There were a total of 58 participants drawn from 2 wh nau groups (n=4 and n=5), 1 School Health Council group (n=9), 1 Community Youth group (n=9), 1 Pacific workshop (n=11), and 1 M ori workshop (n=20)

  • The results of this study suggest that online approaches to improve the mental health of young people, M ori and Pacific young people in New Zealand, should consider the following needs:

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Summary

Introduction

BackgroundDepression and anxiety, including clinical disorders and subclinical symptoms, are common among young people. Digital mental health tools have been shown to be effective and appealing treatments for anxiety and depression [6,7,8] This has been demonstrated among different cultural and demographic groups, including M ori and Pacific youth [9,10]. New Zealand youth, especially those of M ori and Pacific descent, have high rates of depression, anxiety, and self-harm, but have low rates of help-seeking from mental health professionals. The authors identified 4 user groups players or gamers, engagers, sceptics, and straight-talkers These groups differed by age and degree of current mental health need and preferred gamified or fun approaches, were open to a range of approaches, were generally disinterested, or preferred direct-to-the-point, serious approaches, respectively. This study demonstrates the importance of scoping possible user needs to inform design processes

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