Digital Mental Health

Designing effective digital tools for mental health.

Digital mental health interventions — from mobile apps to messaging-based therapy platforms — have grown rapidly as a means of expanding access to care. But access alone doesn't determine whether an intervention helps: many commercially available mental health apps fail to meet evidence-based principles, engagement in digital therapy remains persistently low, and the translation of evidence-based interventions into digital formats introduces design challenges that are not yet well understood. This line of research examines what makes digital mental health interventions work in people's everyday lives, and how to design them better.

This work connects closely to our research on human-centered design methods and frameworks for mental health, which addresses how to adapt non-digital evidence-based interventions and how HCI and implementation science can work together more effectively.

Models and Frameworks for Digital Mental Health

HCI's Role in Mental Health Intervention Design

Mental health intervention research and HCI have largely developed in parallel, with limited frameworks for understanding how they can work together. Petr Slovak and I proposed a modular framework that maps HCI contributions across four stages of psychosocial intervention development — understanding the problem space, designing the intervention, evaluating it, and supporting implementation. Framed for an HCI audience, the framework helps researchers identify where their work fits within intervention development pipelines, articulate their contributions in terms that clinical and implementation science communities can use, and identify gaps where HCI has more to offer. It also provides a shared language for interdisciplinary teams building digital mental health tools.

Framework for HCI contributions in mental health.
Our framework argues that psychosocial interventions can be seen prescribing 'sets of experiences' that are expected to lead to psychological effects for the participants, and thus can be translated into design briefs. This figure provides an overview of the four key types of design briefs—at the capability, component, intervention system, and intervention implementation level—that correspond to different functions within an intervention.
HCI Contributions in Mental Health: A Modular Framework to Guide Psychosocial Intervention Design
P Slovak, SA Munson

Engagement in Digital Mental Health

Engagement is widely recognized as essential to the effectiveness of digital mental health interventions, yet the field lacks a shared model of what drives it. Across several studies, we have examined engagement from complementary angles.

In a qualitative focus group study of users of a digital messaging therapy platform, we found that users did not see themselves as engaging with a platform so much as with a healing relationship — the therapeutic alliance with their provider was the most commonly cited factor in whether they continued or stopped treatment. We synthesized findings from this study with constructs from the Health Action Process Approach, the Lived Informatics Model, and psychotherapy process-outcome research to propose an Integrative Engagement Model of Digital Psychotherapy, covering the full arc from initial help-seeking through provider selection, treatment maintenance, therapeutic rupture, and termination.

Integrative model for engagement in digital mental health interventions
The IE Model outlines 4 phases of DMH treatment: deciding, selecting, engaging, and terminating. In the deciding phase, individuals form an intention to seek treatment, shaped by their outcome expectations, perceived need for care, attitudes toward care, and self-efficacy. These are further influenced by external barriers and resources across five domains: financial, geographic, informational, technical, and relational. In the selecting phase, individuals address three questions: which platform, treatment plan, and provider to choose — each informed by factors from the deciding phase. The engaging phase begins with treatment initiation and moves into maintenance, influenced by external factors, motivational elements, and therapeutic alliance. If a rupture in the alliance occurs, the individual can replace their provider (returning to selecting), attempt to repair the relationship, or withdraw — either ending treatment or eventually reinitiating it. Finally, the terminating phase concludes treatment on a continuum from successful to unsuccessful. The outcome then shapes the individual's future expectations and motivations toward mental health care.
An Integrative Engagement Model of Digital Psychotherapy: Exploratory Focus Group Findings
JM Zech, M Johnson, MD Pullmann, TD Hull, T Althoff, SA Munson, N Fridling, B Litvin, J Wu, PA Arean

Goal Setting in Mental Health

Goal setting is a core component of many evidence-based mental health interventions, but the goal-setting models used in those interventions were largely designed for well-defined, short-term problems — not the complex, evolving challenges that characterize mental health. Elena Agapie led an examination of goal-setting practices in mental health contexts through a longitudinal study, finding that people's goals shift over time in ways that existing tools and intervention designs do not support well. We proposed a longitudinal goal-setting model that accounts for this complexity, offering design implications for tools that need to support people in revisiting, revising, and maintaining goals over extended periods.

Longitudinal goal setting model for mental health.
The Longitudinal Goal Setting Model Stages: Select (between multiple complex goals), Simplify (complex goals to a simplified goals), Adjust (simplified or complex goal to fit person’s needs better). At each stage, the process of Selection, Simplification and Adjustment involve a mixture of desriptive, dialogic, and transformative reflection.
A Longitudinal Goal Setting Model for Addressing Complex Personal Problems in Mental Health
E Agapie, PA Areán, G Hsieh, SA Munson

Understanding Practices & Opportunities

People managing depression assemble evolving "kits" of tools — including apps, games, and non-digital objects — most of which were not designed for mental health, yet are regularly used for that purpose. This work reorients the field from studying individual apps toward understanding the broader assemblage of tools people actually rely on, and offers design principles for building tools that complement rather than compete with what people already have.

What's In Your Kit? Mental Health Technology Kits for Depression Self-Management
ER Burgess, SA Munson, DC Mohr, MC Reddy

Analyzing usage data from Pocket Skills, a DBT-based mobile app, we found that skill effectiveness varied substantially across skills and user subgroups — with emotion regulation skills more effective than distress tolerance skills, in part because the latter often require activities that are infeasible in the moment. These findings point toward the importance of designing for context and toward the potential for personalized skill recommendations.

Data-Driven Implications for Translating Evidence-Based Psychotherapies into Technology-Delivered Interventions
J Schroeder, J Suh, C Wilks, M Czerwinski, SA Munson, J Fogarty, T Althoff

Peer support technologies present distinct design opportunities around emotional disclosure, moderation, stigma, and community norms — and distinct challenges in balancing peer connection with clinical safety.

Design Opportunities for Mental Health Peer Support Technologies
K O'Leary, Arpita, SA Munson, JO Wobbrock, W Pratt

Design and Evaluation

Teen Behavioral Activation (ActivaTeen)

Applying the DDBT framework, we developed and evaluated ActivaTeen, a Slack-based platform delivering behavioral activation to teenagers with depression through mood-activity logging, chatbot modules for goal-setting and barrier identification, and scaffolded peer and clinician support. Formative work used asynchronous online groups to surface teens' needs and preferences, informing the platform design. Feasibility and acceptability studies with teens and clinicians surfaced design lessons about preserving human connection, supporting peer community, and accommodating varied engagement patterns.

Engaging Teenagers in Asynchronous Online Groups to Design for Stress Management
Arpita, C Liang, EY Zeng, K Shukla, MER Wong, SA Munson, JA Kientz
Designing Asynchronous Remote Support for Behavioral Activation in Teenagers With Depression: Formative Study
Arpita, R Nagar, J Jenness, SA Munson, JA Kientz
Lessons learned from designing an asynchronous remote community approach for behavioral activation intervention for teens
JL Jenness, Arpita, JA Kientz, SA Munson, R Nagar

Designing Mobile Interventions for Complex Eating Concerns

Rather than translating an existing face-to-face intervention directly into a digital format, we used a low-fidelity prototyping activity in which participants selected and implemented behavioral strategies over one week — surfacing how people make choices among treatment options, where implementation breaks down, and what support digital tools need to provide.

Integrating User-Centered Design and Behavioral Science to Design a Mobile Intervention for Obesity and Binge Eating: Mixed Methods Analysis
AK Graham, SA Munson, M Reddy, SW Neubert, EA Green, A Chang, B Spring, DC Mohr, JE Wildes

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