CHI '02 Extended Abstracts on Human Factors in Computing Systems
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Computers in talk-based mental health interventions
Interacting with Computers
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
Catalyzing social support for breast cancer patients
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Worlds of information: designing for engagement at a public multi-touch display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design and evaluation guidelines for mental health technologies
Interacting with Computers
Response to a relational agent by hospital patients with depressive symptoms
Interacting with Computers
Proceedings of the ACM 2011 conference on Computer supported cooperative work
In the mood: engaging teenagers in psychotherapy using mobile phones
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Predicting postpartum changes in emotion and behavior via social media
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Research-derived guidelines for designing toddlers' healthcare games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing mobile health technology for bipolar disorder: a field trial of the monarca system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Moderated online social therapy: Designing and evaluating technology for mental health
ACM Transactions on Computer-Human Interaction (TOCHI)
Characterizing and predicting postpartum depression from shared facebook data
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Participatory design of an online therapy for youth mental health
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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Online mental health interventions can benefit people experiencing a range of psychological difficulties, but attrition is a major problem in real-world deployments. We discuss strategies to reduce attrition, and present SilverCloud, a platform designed to provide more engaging online experiences. The paper presents the results of a practice-based clinical study in which 45 clients and 6 therapists used an online Cognitive Behavioural Therapy programme for depression. Pre and post-treatment assessments, using the Beck Depression Inventory, indicate a statistically significant improvement in depressive symptoms, with a large effect size, for the moderate-to-severe clinical sub-sample receiving standalone online treatment (n=18). This group was the primary target for the intervention. A high level of engagement was also observed compared to a prior online intervention used within the same service. We discuss strategies for design in this area and consider how the quantitative and qualitative results contribute towards our understanding of engagement.