Smartphone application for adolescents with anorexia nervosa: an initial acceptability and user experience evaluation

BMC Psychiatry. 2021 Sep 25;21(1):467. doi: 10.1186/s12888-021-03478-7.

Abstract

Background: Anorexia Nervosa (AN) is a key target for E-Health programs considering the many barriers hindering patients' access to care and the disorder's severity. Although these programs have become more common and effective, they often have low adherence, especially among youth. This can hinder their implementation and effectiveness in real-world settings. User experience partly overlaps with the acceptability field and may provide insight into factors affecting adherence and adoption of E-Health programs. This study aimed to explore early acceptability and user experience of a companion app prototype for adolescents with AN using user-centered design methods.

Methods: We developed a prototype containing self-help material and emotions and behaviors evaluation and management features. Then we conducted a mixed evaluation combining semi structured focus group interviews and questionnaires in a clinician group and an AN patient group. We analyzed data using thematic analysis and descriptive statistics.

Results: The app's overall appeal was adequate. The user experience questionnaire revealed the weakest dimensions, including novelty, dependability, and efficiency versus stimulation (i.e., ability to induce motivation to use the product) and perspicuity (i.e., easy to understand, to get familiar with). The qualitative data analysis revealed three central axes: acceptability, features, and use. We identified acceptability barriers and facilitators such as the importance of design and customization, especially for adolescents. Psychoeducation was a major feature for participants, as patients highlighted the difficulties they encountered when seeking disorders-related information.

Conclusions: This study shows the importance of including users in the different stages of an e-health intervention development, in order to identify their needs, general use and compliance patterns, to improve adherence and adoption of the program and its effectiveness.

Keywords: Adolescent; Anorexia nervosa; Eating disorders; Focus groups; Mobile applications; Qualitative research; Smartphone; User centered design; mHealth.

MeSH terms

  • Adolescent
  • Anorexia Nervosa* / therapy
  • Health Behavior
  • Humans
  • Mobile Applications*
  • Motivation
  • Smartphone