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Supporting adolescents’ mHealth needs: Qualitative and quantitative insights from a user survey of a mental health promoting app

  • Esra Cemre Su de Groot*
  • , Lianne P. de Vries
  • , Ujwal Gadiraju
  • , Olya Kudina
  • , Loes Keijsers
  • , Manon H.J. Hillegers
  • , Willem Paul Brinkman
  • *Corresponding author for this work

Research output: Contribution to JournalArticleAcademicpeer-review

Abstract

While mental health apps can help to promote adolescents’ mental health, prevent mental health problems, and reduce symptoms, maintaining sufficient user engagement with these apps remains challenging. This is often caused by a mismatch between the needs and preferences of adolescents and what the apps offer. Therefore, we need a better understanding of (i) adolescents’ needs and preferences and (ii) potential differences based on user characteristics. To this end, we qualitatively and quantitatively analyzed a dataset describing the user experience of 1312 Dutch adolescents (12–25 years) from the general population after they interacted for several weeks with a gamified mHealth app (the Grow It! app) that aims to promote momentary emotional awareness, reflection, and adaptive coping. A total of 4833 free-text survey responses spanning five user experience survey questions were analyzed using an inductive and iterative coding process, while accounting for intercoder reliability. We used (i) a thematic analysis to identify adolescents’ needs and preferences related to the app, and (ii) an exploratory quantitative analysis of the subthemes to investigate potential differences in which needs and preferences were mentioned by adolescents based on demographics. Through our thematic analysis, we identified three overarching themes related to the app’s design: usability , psychological impact , and meaningful interactive features . Furthermore, we identified two overarching themes that related to the adolescents’ motivation to use the app: intrinsic (de)motivators , and social–environmental factors impacting usage . Each of these themes consisted of four subthemes. Our exploratory statistical analysis shed light on several differences in how frequently these subthemes were mentioned based on age, sex, and educational level. By synthesizing our insights, we identify five design implications that can help tailor future mHealth apps to adolescents’ needs and preferences. These include concrete suggestions to personalize self-monitoring, include actionable insights, align content with personal needs, implement meaningful interactive features (e.g., competitions, gamification, and social communication), and make apps appealing to the entire target group.

Original languageEnglish
Article number101109
Pages (from-to)1-19
Number of pages19
JournalComputers in Human Behavior Reports
Volume22
Early online date19 May 2026
DOIs
Publication statusPublished - May 2026

Bibliographical note

Publisher Copyright:
© 2026 The Authors.

Funding

This work was supported by the Convergence Health & Technology initiative, a strategic collaboration between Erasmus MC, Delft University of Technology, and Erasmus University Rotterdam. The study was conducted within the framework of the PROTECt ME Flagship program. This publication is also part of the ‘eHealth junior’ project (with project number NWA.1292.19.226) of the NWA research program ‘Research on Routes by Consortia (ORC)’, which is funded by the Netherlands Organization for Scientific Research (NWO) . We thank Hanneke Scholten for providing valuable feedback on the manuscript.

FundersFunder number
Nederlandse Organisatie voor Wetenschappelijk Onderzoek
Erasmus Medisch Centrum
NWA
Technische Universiteit Delft
Erasmus Universiteit RotterdamNWA.1292.19.226

    Keywords

    • Adaptation
    • App
    • Mental health
    • Personalization
    • Qualitative analysis
    • User experience

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