Interaction Design Issues in the Development and Assessment of
Stress Management Apps: A Scoping Literature Review and Analysis
Elpida Bampouni
1
and Victor Kaptelinin
2
1
Department of Psychology, Umeå University, 901 87 Umeå, Sweden
2
Department of Informatics, Umeå University, 901 87 Umeå, Sweden
Keywords: Stress Management Apps, mHealth, Interaction Design, Scoping Literature Review.
Abstract: A number of smartphone apps have been developed in recent years to help people cope with stress and
promote mental well-being. Such apps have attracted significant attention in current research. However,
interaction design issues, such as usability and user experience, have so far been relatively unexplored. This
paper presents a meta-analysis of studies of mobile apps for stress management and mental well-being,
specifically focusing on interaction design issues. Through a scoping literature search we selected the total
of 46 articles, published in the last decade, for qualitative in-depth analysis. The analysis reveals that the
main interaction design issues addressed in the papers are ease of use, user engagement, and privacy. Key
opportunities and challenges for future work are discussed.
1 INTRODUCTION
Stress has been a growing societal phenomenon of
concern, with a significant mental health and
financial impact (Kalia, 2002). A recent trend in
helping people deal with stress is leveraging the
affordances of modern mobile technologies.
Increasingly powerful and affordable, mobile
technologies, especially smartphones, can be almost
constantly available, are capable of supporting
advanced screen-based and voice-based interaction,
and can collect rich information about the user.
These advantages of smartphones have been
capitalized upon in numerous applications, or apps,
promoting mental health and well-being (thereafter,
“mHealth apps.”). A substantial and ever-growing
number of apps (approximated as 20,000 (American
Psychology Association, 2020)) are available now in
various app repositories, such as Apple App Store
and Google Play.
The covid-19 pandemic adds urgency to
exploring the potential of using technology for
dealing with stress. The pandemic dramatically
increases the level of stress in many groups, while
simultaneously limiting opportunities for patient-
therapist communication. Multiple sources (both
academic and non-academic) are urging the public to
turn to technology for their stress management, if
they deem necessary (e.g. Tay, 2020). It is hardly
surprising that the use of mobile mental health apps
has been recently on the rise, with an increase of
about 30% just from January to April 2020
(Herzog,
2020). Notably, many apps have adapted their
content or changed their payment options to free for
all, or free for specific populations in order to
support users’ needs (Umoh, 2020).
The current trend toward “pocket psychiatry”
(Anthes, 2016) raises questions about the overall
feasibility of this approach (American Psychiatric
Association, n.d.), as well as the advantages and
disadvantages of such apps compared to more
traditional stress management. While recent research
has made progress in addressing mHealth topics,
there still need for further studies. In particular,
interaction design
1
(ID) issues, involved in the
design and evaluation of mobile stress apps, have
been relatively unexplored. The therapeutic strategy,
implemented in a particular app, is, undoubtedly, an
absolutely crucial factor that determines the
usefulness and success of the app, or the lack
thereof. Arguably, however, ID aspects are also
critically important. Apps, which are not designed
1
In this paper, ”interaction design” is understood in a
broad sense, as also encompassing related fields, such as
“Human-Computer Interaction” (HCI).
Bampouni, E. and Kaptelinin, V.
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis.
DOI: 10.5220/0010167402330243
In Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications (CHIRA 2020), pages 233-243
ISBN: 978-989-758-480-0
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
233
for optimal usability and user experience (UX), are
likely to fail even if the underlying strategy is sound.
ID (e.g., Preece et al., 2015) is a field of research
and practice, which adopts a user-centered design
perspective and offers a range of methods and
concepts for ensuring systems’ usability and positive
UX.
A range of questions, relevant to interaction
design, such as why people prefer and like stress
management apps, why interaction with such apps is
perceived as meaningful, and how healthcare
professionals’ view the apps and their potential,
have been explored in existing literature (e.g.
Apolinário-Hagen et al., 2019; Proudfoot et al.,
2010). However, to the best of our knowledge, there
have been no systematic analyses of ID issues in the
development and assessment of mobile stress apps.
In this paper, we address the above limitation of
current research by presenting a meta-analysis of
studies of mobile apps for stress management and
mental well-being conducted in the last decade,
specifically focusing on interaction design issues.
We summarize key findings in current research,
identify problems and challenges regarding ID, and
discuss problem areas in need of improvement to be
considered in future research and practice.
2 METHOD
2.1 Two Phases of the Analysis
This paper reports a qualitative meta-analysis of
contemporary research papers (that is, papers
published between 2009 and early 2020), dealing
with mobile apps intended for promoting mental
health and well-being. The analysis proceeded
through two phases. The first phase included a
scoping literature search, during which we started by
identifying a large number of potentially relevant
papers, and then narrowed down our search to 46
representative and relevant papers, which were
analyzed during the second phase. During the
second phase we conducted an in-depth analysis of
the selected papers: we formed thematically related
groups and developed a set of analytical dimensions
for describing each of the papers.
2.2 Scoping Literature Search
The literature search was conducted during
November 2019-January 2020 in order to identify a
representative set of potentially relevant literature
sources. We adopted the following 4-step version of
a scoping literature search workflow. At the first
step the database and the time scope of the search
were decided upon. The search was conducted in
Google Scholar, as it is the most inclusive database.
The results of trial searches conducted in PubMed
and ACM Digital Library did not produce a
significant number of new publications compared to
Google Scholar, so we selected the latter as our main
database. The time scope of the search was from
2009 to 2020. We included the year of 2020 in order
to monitor upcoming projects.
Second, the following search terms and term
combinations were used: (a) “stress”/”stress
management”/ “stress treatment”, (b) “app”/ “mobile
app”, and (c) “intelligent”/ “artificial intelligence”.
The numbers of returned results (indicated in
parentheses) were: “stress management apps” (94),
“stress management app” (63),“mobile app” AND
“stress management” (1440), intelligent assistant”
AND stress management” (9), “intelligent
assistant” AND stress apps” (0), “artificial
intelligence” AND “stress app” (7), “stress” AND
“mobile app” (16900), “stress treatment” AND
“mobile app” (12).
The third step comprised screening the results, on
the basis of publications’ titles and abstracts. The
screening was selective: when a search returned a
large number of results, the screening was limited to
the first 30-50 publications (which were presumably
most relevant). The aim of the screening was to
include representative papers from a variety of
different kinds of publications. For that reason we
employed the criteria of “type variety” and “content
variety”. Type variety refers to the type of
publication, for example a literature review, an
efficacy examination study (quantitative and
qualitative), evaluation and influence factors reports,
etc. Content variety refers to the information those
studies brought forth. For example, if the studies that
emerged were all assessing app efficacy but varied
in some factors, e.g. population samples, e.g., PTSD,
children, distant college students, caretakers, etc., we
tried to include all of those studies as they bring
novel information and context about mHealth
applications. The screening phase produced 52
publications. The first three steps of the literature
search were performed by the first author.
At the fourth step, the publications, selected at
previous phases, were analyzed by both authors to
identify thematic groups and more specifically
assess the relevance of the publications to research
on stress management apps. The groups were
initially produced independently and then discussed
until the authors reached a consensus. The resulting
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
234
grouping included publications which deal with
using mobile apps for: stress management (A),
mobile apps for mental health in general (B), various
technologies, not limited to mobile apps, for mental
well-being (C), and mobile apps for various health-
related purposes (D) (see Figure 1).
Figure 1: Categories of reviewed papers.
Within each of these groups we identified different types
of publications: literature reviews, technology reviews,
empirical studies, and design and evaluation studies.
Figure 2: The analytical template used in in-depth
analysis.
2.3 In-depth Analysis
The authors read and evaluated 52 papers selected
through the scoping search, described above. The
analytical template, shown in Figure 2, was
employed to produce consistently structured
descriptions of each paper, which descriptions were
used to create systematic overviews of each of the
groups shown in Figure 1. At this stage, 6 papers
were additionally excluded on the basis of low
relevance, after reading the entire papers. Therefore,
the total of 46 papers
2
were included in the results of
the in-depth analysis, presented below.
2
Marked with an “*” in the References section.
3 RESULTS
In this section we report a collective description
from all the papers included in categories A, B, C
and D.
3.1 A: Stress Management Apps
In this category we identified a total of 28 papers, of
which 17 were empirical studies, some of which also
introduce new app designs (e.g. Børøsund et al.,
2018; Serino et al., 2014), 8 app technology reviews
and 3 literature and app reviews/ overviews. A few
of the papers have high relevance to the fields of
HCI and interaction design, often citing the literature
in the fields and using related terminology (e.g.
persuasive technologies, gamification). It is also
often noted that it is important to bring together
different research areas, such as IT, Psychology and
Behavioral Sciences (Børøsund et al., 2018).
The empirical studies use both quantitative and
qualitative measures such as log files (e.g. response
to notifications or logging durations), various
questionnaires and self-assessment scales,
biofeedback information (e.g. glucose blood levels,
weight, heart rate), expert evaluations, including
evaluations of prototypes (Børøsund et al., 2018),
interviews and focus groups. The majority of sample
populations are healthy adults and several studies
included younger participants (e.g. Chittaro & Sioni,
2014; Paredes et al., 2014; Schnall et al., 2015). A
few papers involved participants living with
illnesses, e.g., cancer (Børøsund et al., 2018) and
HIV (Schnall et al., 2015), and 2 involved caretakers
and medical staff (Carr et al., 2019; Hwang & Jo,
2019). The reviews used researchers, authors and
independent coders in order to assess sets of mobile
apps. Common measures used by the review studies
were user ratings and expert evaluations, usually
based on predetermined scales or domain-specific
criteria (e.g., Coulon et al., 2016; Hoffmann et al.,
2017; Michelle et al., 2014; Rodriguez-Paras et al.,
2017)
Some of the key findings from studies in
category “A” are as follow. It was found that users
were receptive to stress management apps and often
preferred them over other psychological services
(Apolinário-Hagen et al., 2019). An overall
improvement to psychological distress was reported
in several studies (e.g. Hwang & Jo, 2019; Ly et al.,
2014; Munster-Segev et al., 2017). There are also
specialized apps, e.g., those intended to deal with
pediatric pain and PTSD, but not many of them
GENERAL INFORMATION
Reference details
Study type
Key aims
Intervention type & Technology type
Participants
Measures
Key findings & conclusions
SPECIFIC INFORMATION
Relevance to Interaction design (Overall)
Interaction Design findings: Mentioned but
not addressed (e.g. Usability, UX, etc.)
Interaction Design findings (Mentioned
and addressed), e.g., Usability, UX etc.
Miscellaneous related factors
References to the HCI field
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis
235
appear to be suitable for the specialized needs of
those populations.
A general conclusion from a review study
(Ptakauskaite et al., 2018) is that stress management
apps typically do not sufficiently support the user in
action taking in order to deal with an issue at hand.
Furthermore, it is concluded that a limited range of
stress management (Christmann et al., 2017) or
gamification (Hoffmann et al., 2017) techniques are
being used in mHealth apps. Some common
functions are user education and data collection
features, e.g., mood updates or sleep tracking
(Michelle et al., 2014). According to Payne et al.
(2016), 96% of reviewed apps were utilizing
behavior tracking. Meditation and mindfulness
techniques were also common, according to Coulon
et al. (2016), with 73% of reviewed apps using them.
App-based interventions appear to be visited more
frequently that web-based ones (Morrison et al.,
2018). However a study by Morrison et al. (2017)
shows that different notification systems make no
difference in user engagement.
Relevance to ID was considered “low” for 13
papers, “high” for 6 papers, and for 8 papers it was
“medium”, “medium- low” or “medium-high”. An
issue, which was commonly identified but rarely
addressed, was data privacy (e.g. Apolinário-Hagen
et al., 2019; Rodriguez-Paras et al., 2017; Smith et
al., 2015). One of the studies attempted to address
the privacy issue (Børøsund et al., 2018) by not
storing user information and by having their app
been recognized as an official hospital intervention.
Wearables and other sensory data (e.g.
geographical data, social media, data mining, etc.)
are often mentioned as holding numerous potential
in mood state identification (Paredes et al., 2014;
Rodriguez-Paras et al., 2017; Serino et al., 2014).
However, the potential is rarely fully utilized. Such
data, are often limited by privacy concerns, but
could also help address another issue, relevant to ID.
That is targeting specific user’s needs via
personalized interventions (Coelhoso et al., 2019).
Another pertinent finding is reported by Coulon et
al. (2016), who found that many apps provide poor
instructions about the use of their functions.
It is worth mentioning that there has not yet been
a consensus regarding what is the right amount of
exposure to stress management apps (Morrison et
al., 2018). In addition, there have not been any
official regulations governing such apps, and ethical
concerns about users’ safety have been expressed
(e.g. Coulon et al., 2016).
Our analysis also indicates that some ID issues
have been successfully approached and tackled, in
existing literature on stress management apps. For
example, the study by Børøsund et al. (2018)
explicitly aims to achieve a user friendly design,
e.g., by providing informative time estimates for
each exercise and provision of visual aids.
Additionally, the issue of user fatigue is addressed
by presenting small text sections and using an easy-
to-follow language. Similar findings regarding
language accessibility have also been analyzed by
Smith et al. (2015) in their systematic review of apps
for managing pain and pain-related stress. Moreover,
it is also recommended (Michelle et al., 2014) that
apps can assist in therapy sessions to support both
the therapist and the user via, e.g., increasing
commitment with mobile CBT (cognitive
behavioural therapy) homework.
Several papers mention gamification as a
strategy that can provide external rewards
(Hoffmann et al., 2017), and it is also emphasized
that apps should aim to provide support for intrinsic
motivation (Ahtinen et al., 2013; Ewais &
Alluhaidan, 2015). Gentle guidance on reflection is
generally considered a good practice, while it is also
pointed out that supporting action , e.g. by providing
convenient daily content, is important (Ahtinen et
al., 2013; Ptakauskaite et al., 2018). Finally, when
biofeedback is discussed and implemented
(Munster-Segev et al., 2017; Uddin et al., 2016), the
importance of convenience and good comfort is
usually mentioned.
A variety of other aspects of stress management
apps are also mentioned in the papers from this
group. Firstly, many stress management apps are
free or cost less than 1$ (Coulon et al., 2016; Payne
et al., 2016). Secondly, since accessibility is
considered a crucial advantage for the apps, it is
noted that including an offline mode, independent of
internet connection, would allow users to have some
support at any time (Hoffmann et al., 2017). Finally,
Børøsund et al. (2018), point to the importance of
the right time to introduce stress management apps
to users (more specifically to ill users), as various
circumstances could play an important role.
3.2 B: Apps for Mental Health
This category includes 1 empirical exploratory study
(Proudfoot et al., 2010) , 2 literature reviews, and 4
papers reporting app reviews. All 7 papers are
categorized as having ”low” or ”medium” relevance
to ID. None of them explicitly mention HCI field,
however one systematic app review (Escoffery et al.,
2018) emphasized the need for different fields to
collaborate regarding mHealth development.
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
236
The empirical study paper used adult volunteers
as sample population, and the rest of the papers
utilized researchers and reviewers to conduct app
assessments. Most app reviews utilized some kind of
assessment scale while 2 papers (Christmann et al.,
2017; Radovic et al., 2016) relied more on the
experience of the reviewers. The studies show high
acceptability of app usage for mental health support.
They further show that very few apps report efficacy
evidence. Aesthetics are found to be generally high,
but engagement and persuasive principles are rarely
utilized. It is noted that the apps, especially in
treating recognized disorders, need to function
according to guidelines appropriate for clinical
practice (e.g. Nicholas et al., 2015).
Several issues, specifically relevant to ID, were
identified in category B papers. To begin with, a
recurrent issue in 4 papers was privacy (Chan et al.,
2017; Nicholas et al., 2015; Proudfoot et al., 2010;
Radovic et al., 2016). Many apps are not transparent
about their usage of the mental health data they
acquire, or their security policies. Users have
recommended the provision of security functions,
like protected accounts, and have overall expressed
major concern about privacy (e.g. Proudfoot et al.,
2010). Furthermore, users appear to appreciate
convenience and ease of use factors (e.g., reminders,
progress feedback, and an offline mode).
There is also need for apps to account for special
populations like youth or adults living with
disorders. It may include, e.g., providing easy to
follow texts, and disease relevant functions and
information (aspects that are commonly neglected)
(Low & Manias, 2019).
Further concerns that need to be addressed are
the description contents and handling of severe
situations. It is reported that apps descriptions can
often be misleading in order to promote
downloading instead of aiming in assisting the
individual in their commitment to the desired
outcome (e.g. Escoffery et al., 2018). The second
concern is related to apps with inadequately
developed AI agents. AI chat bots, as well as some
other app functions, often encounter difficulties
understanding the actual meaning the user is trying
to convey. This is an issue on its own, but it
aggravates when severe cases are identified (e.g.
suicide ideations) but not properly addressed.
Instead, the user is redirected to a different source,
e.g., a hotline, with no further assistance by the chat
agent (Christmann et al., 2017; Nicholas et al.,
2015). At least some level of support should be
provided, considering the user might have chosen
the app assistance in order to avoid such
confrontations.
We also detected a number of ID approaches that
have been used to resolve issues. Some apps use
tracking options both automated ones (e.g. step
tracking) and manual ones (e.g., mood tracking).
The former type helps users in disease management,
and the latter can be effective in progress and
engagement (e.g. Christmann et al., 2017; Geuens et
al., 2016).
Several papers emphasize that bringing in
experts from behavioural sciences is essential when
implementing evidence based approaches, as well as
introducing these approaches to app users, in order
to increase app credibility (e.g. Escoffery et al.,
2018). It has also been shown that end-users’ and
experts’ intervention in app design, results in higher
usefulness and acceptability of the apps (Escoffery
et al., 2018). Lastly, communication with both peers
and healthcare providers could be further increased
with support techniques or digital rewards in order
to avoid user’s isolation (e.g. Escoffery et al., 2018;
Geuens et al., 2016).
3.3 C: Technology for Mental
Wellbeing in General, Not Limited
to Apps
The group comprises 3 papers: 1 literature/
technology review paper and 2 papers reporting
comparative empirical studies of different
technological solutions (Jaques et al., 2017;
Williams et al., 2013). The review paper (Woodward
et al., 2019) presents state-of-the-art in technologies
“beyond mobile apps”, employed for assessing and
improving mental well-being. The topics start with
an overview of technological alternatives to
traditional methods for assessing mental well-being,
as well as existing mobile apps for stress
management. Then proceeds to discuss (a) the use of
tangible interfaces to manage stress, (b) collecting
various types of data from sensors embedded in
wearable technologies (e.g., location, motion,
ambient light and noise, heart rate), as well as from
social media, and applying machine learning
algorithms to the date to sense mental well-being,
and (c) technology-based interventions, such as
those based on virtual and augmented reality,
biofeedback, and real-time haptic feedback. The
paper also identifies a number of challenges,
including privacy and users’ digital skills, and
opportunities, including user feedback, for future
work on technologies for mental well-being.
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis
237
The papers reporting empirical comparative
studies deal, respectively, with different mood-
predicting machine learning models and different
form-factors in human-agent interaction. Jaques et
al. (2017) use real-life continuous monitoring data
from physiological sensors, smartphones and self-
reports, as well as weather information, to compare
tomorrow’s mood predictions generated by different
machine learning models. They found that
personalized models outperform generic ones.
Experimental study by Williams et al. (2013)
compares stress-inducing in-car notifications
delivered via a smartphone and an intelligent agent,
implemented as either a static persona or a social
robot. It was found that the participants were less
stressed and more often performed safety
precautions with agents, and they developed a
deeper bond with the robot.
In two of the papers, Williams et al. (2013) and
Woodward et al. (2019) ID issues play an important
role. The comparison of agent form-factors in
Williams et al. (2013) is, essentially, an interaction
design study, even though the paper is not published
in a mainstream HCI/ interaction design outlet. The
main focus of Woodward et al. (2019) is on mental
health, rather than ID per se. However, the paper, as
mentioned, addresses a number of issues, which are
directly relevant to ID. Both papers indicate that the
way a technology is embodied is of key importance
and tangible technologies implemented as physical
objects, such as squeezable devices or social robots,
may have advantages for managing stress over more
abstract, screen-based mobile apps. The need for
attention to privacy and accessibility (Woodward et
al., 2019) is again highlighted (e.g., consider
potentially lower digital competence of older adults),
and point to the enormous potential of using the
wealth of data from various sensors for detecting
users’ subjective states.
When discussing opportunities for future
research, Woodward et al. (2019) mention a focus
group study with people with severe learning and
physical disabilities, which study helped to better
understand potential users’ needs and requirements,
as an example of potential benefits of getting
insights from intended users of a technology.
Williams et al. (2013) argue that developing
contextually aware systems, probably connected to
other apps and services, is a promising approach to
developing intelligent assistants.
3.4 D: Mobile Apps for Health in
General
The group includes 8 papers: 2 literature reviews, 5
technology reviews, and 1 empirical study. Payne et
al. (2015) presents a systematic review of health-
related scientific studies of apps for behavior
intervention. The paper finds that almost all apps
used in the studies were based on specific theories or
evidence-based strategies, they appear to be
effective in achieving behavior change, and self-
monitoring was the most common measure utilized
in the studies. It was also found that for users the
most important features are ease of use, time per use,
and app convenience. Matthews et al. (2016) report
a study in which 2 researchers reviewed and coded
20 articles on mobile apps promoting physical
activity, using the Persuasive Systems Design
model. It was found that many persuasive
technology features were represented in the selected
articles, but system credibility was not significantly
presented.
The technology reviews included the following
papers. Chang et al. (2012) presented twelve apps
(they simulated download pages and reviews) to
online participants and recorded their attitudes
toward the apps. The responses were analyzed using
a UX assessment framework comprising seven
factors. It was found that Ease of Use was
mentioned in regard to all apps, while the Social
Support was missing. Singh et al. (2016) conducted
a review of a set of mobile apps for patients with
chronic illnesses. Independent reviewers were asked
to read apps’ descriptions and assess the usefulness
of the apps. It was found that only a minority of the
apps were considered potentially useful, and about a
fifth of the apps were not updated for at least two
years. In the study by Langrial et al. (2012) four
experts were asked to apply the Persuasive Systems
Design (PSD) model when assessing 12 behavior
change apps. It was found that tailoring was not used
in the evaluated applications, and there was a lack of
features for credibility, social support, and
augmenting human-computer dialogue. Lister et al.
(2014) analyzed the use of gamification in health
apps. Three trained coders assessed 132 apps for 10
effective game elements, 6 core components of
health gamification, and 13 core health behavior
constructs. It was found that while elements of
gamification are widely used in health and fitness
apps, there is a lack of integration and industry
standards. In a study by Pagoto et al. (2013), two
assessors rated 30 commercial weight-loss apps for
20 behavioral strategies derived from DPP (Diabetes
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
238
Prevention Program). Behavioral strategies that help
improve motivation, reduce stress, and assist with
problem solving were found to be missing in the
apps.
In the empirical study conducted by Vaghefi &
Tulu (2019) the participants were asked to use apps
for 14 days, and factors affecting long-term use of
the apps were analyzed. It was found that continued
use of the apps can be explained by (a) user’s
persistence in achieving health goals and (b) users’
assessment of app and its capabilities, including
interface design, navigation, notifications, data
collection methods, goal management, knowledge
depth, system rules, actionable recommendations,
and user-system fit.
Of the 8 papers in the group, we found 4 papers
being of “high” relevance to ID, 2 of “medium”
relevance and 2 of “low” relevance. The high
relevance papers (Chang et al., 2012; Langrial et al.,
2012; Payne et al., 2015; Vaghefi & Tulu, 2019)
explicitly address ID issues, such as ease of use,
factors of UX, augmenting human-computer dialog,
interface design, and user-system fit. Medium
relevance papers (Lister et al., 2014; Matthews et al.,
2016) point to potentially relevant issues, such as
persuasive technology features and gamification, but
the discussion of the issues is mostly limited to the
codes produced by app raters, and making
conclusion about the representation of individual
components of the framework, or the coding
scheme, used in the study, in the analyzed apps. Low
relevance papers (Pagoto et al., 2013; Singh et al.,
2016) report studies, in which sets of apps were
reviewed and rated from the point of view of
perceived usefulness or underlying behavioral
strategies, rather than human-technology interaction.
4 DISCUSSION
4.1 Commonly Mentioned ID-Related
Issues and Strategies
Our analysis indicates that a range of issues, directly
related to ID, are discussed in current literature
dealing with the design and evaluation of stress
management/ mHealth apps. Some of the most
commonly mentioned issues are ease of use, user
engagement, and privacy.
Ease of use refers to how effortless or intuitive
it is for the user to navigate an app, as well as learn
and use its functionality. It is a key requirement
since failing to meet it may result in an increased,
rather than reduced, level of stress. Studies show
that most apps have an acceptable level of ease of
use (e.g. Chang et al., 2012; Coulon et al., 2016;
Payne et al., 2015), but there is still room for
improvement (e.g. Proudfoot et al., 2010). In
particular, evidence suggests that ease of use can be
facilitated by providing such design features as
reminders and an offline mode (Low & Manias,
2019), which features are currently not always
provided.
It is also suggested, that to support ease of use,
more automatic data collection options (e.g., step
counters) should be considered, where privacy
allows for it, in order to decrease the manual effort
and input required from the user (Geuens et al.,
2016; Payne et al., 2015; Vaghefi & Tulu, 2019).
User engagement is a crucial success factor for
any technology-based interventions that require a
sustained use of a technology. Studies of stress
management/ mHealth apps show that user
engagement may present a challenge. It was found
that users engage with mobile apps more frequently
compared to, e.g., web-based equivalents (Morrison
et al., 2018). However, overall engagement can be
low (Escoffery et al., 2018; Singh et al., 2016). Ease
of use and accessibility, discussed above, are,
arguably, some of the factors affecting user
engagement, but there are several other factors to
consider, as well. Design and context of the app play
a significant role in engagement (Escoffery et al.,
2018). For example, if users invest time in manual
mood tacking, but do not receive feedback regarding
progress, users’ engagement can be decreased.
Intelligent notifications do not appear to make a
significant difference in engagement (Morrison et
al., 2017).
Two key strategies, which are being widely
explored in current research in order to deal with the
challenge of user engagement, are gamification (e.g.,
Hoffmann et al., 2017) and persuasive technologies.
(e.g., Geuens et al., 2016). These strategies are
employed in both technology reviews, serving as a
framework for evaluation, and design, serving as a
set of principles and guidelines for developing new
technologies.
The very nature of stress management apps
implies that privacy is a critically important issue.
Human-technology interaction in that case is likely
to contain sensitive information, which the user
would not want to share with others. The literature
we analysed indicates that privacy is a prominent
issue for both users and designers of the technology
(e.g., Børøsund et al., 2018; Rodriguez-Paras et al.,
2017; Nicholas et al., 2015; Proudfoot et al., 2010).
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis
239
4.2 References to ID/ HCI Literature
While, as mentioned, a significant proportion of
papers in the set we analysed discuss ID-related
issues, most papers do so without a strong and
explicit link to literature in interaction design and
HCI. Only a few papers from the set are published in
interaction design/ HCI journals or conference
proceedings. Some papers do not cite any ID sources
at all. Those that do cite ID/HCI literature, often
provide selected or dated references.
A lack of cross-field collaboration between, on
the one hand, the healthcare-focused majority of
stress management app studies and, on the other
hand, ID/ HCI research, is also apparent in the
discussion of topics, which are relevant to each of
the research fields. In particular, gamification and
persuasive technologies are studied both within and
outside ID/ HCI. We observed that the papers we
analysed mostly refer to gamification and persuasive
technology studies outside ID/ HCI.
The need to involve experts from various fields,
when conducting research and development, related
to stress management/ mHealth technologies, is
mentioned in a number of papers. For instance, it is
suggested that would be useful to involve experts
from other fields, e.g. behavioral scientists, when
trying to increase the level of user engagement
(Woodward et al., 2019). However, in our analysis
we could not find specific calls for more
involvement of experts from ID/ HCI.
4.3 Prospects for Future Work
In our view, there are ample reasons for a closer
involvement of the field of ID in research on stress
management/ mHealth apps. First of all, concepts
and tools, which are developed in ID/ HCI, and
which are currently of limited use in the design and
evaluation of stress management apps, can be
employed to more successfully deal with already
identified ID issues with mHealth technologies.
It would be especially beneficial for app
designers to adopt the user-centered design
approach, which forms the foundation of ID. It is
important to involve end-users in addition to
collecting experts’ opinions on various development
stages of mHealth apps, even more so when they are
intended for special users. This will help developers
stay on track while increase both usefulness and
acceptability of end users (Low & Manias, 2019). It
is also important to include personalized progress
and personalized next steps to direct the individual
user according to their needs (Vaghefi & Tulu, 2019;
Coelhoso et al., 2019).
Second, massive technological transformations,
which are currently taking place, open up significant
new possibilities. For instance, AI have enormous
potential for developing successful applications. AI-
powered chat bots have already been used to target a
more personalized approach in “pocket psychiatry”,
and the approach can be considered promising, even
though there are several practical issues that need to
be addressed before implementation of AI can be
considered complete (Chan et al., 2017). At the same
time, these developments present difficult challenges
to both mHealth and ID/ HCI, which means it would
be in the best interests of both fields to join forces
when addressing these new challenges.
5 CONCLUSIONS
In this paper, we present a scoping literature review
of how ID issues are addressed in current research
on stress management apps. Our analysis shows that
ID issues, especially ease of use, user engagement,
and privacy, have been common concerns in the
design and evaluation of stress management/
mHealth technologies. The analysis also suggests
that dealing with such concerns may greatly benefit
from establishing closer connections between studies
of mHealth and current interaction design/ HCI
research and practice. Such connection would make
it possible to use state-of-the art ID concepts and
methods for dealing with existing ID issues. In
addition, a stronger connection between the fields
would be, arguably, essential for successfully
addressing emerging challenges and opportunities,
such as those related to the increased use of AI in
technology-based health interventions.
Finally, it should be mentioned that our study
represents an initial step toward achieving a detailed
understanding of ID-related issues, challenges, and
opportunities in stress management apps research.
Conducting a scoping, rather than systematic,
literature search allowed us to rapidly identify some
overall patterns and trends, but it needs to be
followed by further, more focused analyses.
ACKNOWLEDGEMENTS
This work was partially supported by the
Wallenberg AI, Autonomous Systems and Software
Program Humanities and Society (WASP-HS)
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
240
funded by the Marianne and Marcus Wallenberg
Foundation and the Marcus and Amalia Wallenberg
Foundation, grant MMW 2019.0220.
REFERENCES
*Ahtinen, A., Mattila, E., Välkkynen, P., Kaipainen, K.,
Vanhala, T., Ermes, M., Sairanen, E., Myllymäki, T.,
& Lappalainen, R. 2013. Mobile mental wellness
training for stress management: Feasibility and design
implications based on a one-month field study. JMIR
MHealth and UHealth, 1(2), e11.
https://doi.org/10.2196/mhealth.2596
American Psychiatric Association. n.d.. APA App Advisor.
Retrieved August 14, 2020, from
https://www.psychiatry.org/psychiatrists/practice/ment
al-health-apps
American Psychology Association. 2020, January 1.
Providing care in innovative ways.
https://www.apa.org/monitor/2020/01/cover-trends-
innovative-ways
Anthes, E. 2016. Pocket psychiatry: Mobile mental-health
apps have exploded onto the market, but few have
been thoroughly tested. Nature, 532, 20–23.
*Apolinário-Hagen, J., Hennemann, S., Fritsche, L.,
Drüge, M., & Breil, B. 2019. Determinant Factors of
Public Acceptance of Stress Management Apps:
Survey Study. JMIR Mental Health, 6(11), e15373.
https://doi.org/10.2196/15373
*Børøsund, E., Mirkovic, J., Clark, M. M., Ehlers, S. L.,
Andrykowski, M. A., Bergland, A., Westeng, M., &
Solberg Nes, L. 2018. A Stress Management App
Intervention for Cancer Survivors: Design,
Development, and Usability Testing. JMIR Formative
Research, 2(2), e19.
https://doi.org/10.2196/formative.9954
*Carr, A. L., Jones, J., Mikulich Gilbertson, S.,
Laudenslager, M. L., Kutner, J. S., Kilbourn, K.,
Sannes, T. S., Brewer, B. W., Kolva, E., Joshi, T., &
Amoyal Pensak, N. 2019. Impact of a Mobilized
Stress Management Program (Pep-Pal) for Caregivers
of Oncology Patients: Mixed-Methods Study. JMIR
Cancer, 5(1), e11406. https://doi.org/10.2196/11406
*Chan, S., Godwin, H., Gonzalez, A., Yellowlees, P. M.,
& Hilty, D. M. 2017. Review of use and integration of
mobile apps into psychiatric treatments. Current
Psychiatry Reports, 19(12), 96.
*Chang, T.-R., Kaasinen, E., & Kaipainen, K. 2012. What
Influences Users’ Decisions to Take Apps into Use?:
A Framework for Evaluating Persuasive and Engaging
Design in Mobile Apps for Well-being. Proceedings
of the 11th International Conference on Mobile and
Ubiquitous Multimedia, 2:1–2:10.
https://doi.org/10.1145/2406367.2406370
*Chittaro, L., & Sioni, R. 2014. Evaluating mobile apps
for breathing training: The effectiveness of
visualization. Computers in Human Behavior, 40, 56–
63. https://doi.org/10.1016/j.chb.2014.07.049
*Christmann, C. A., Hoffmann, A., & Bleser, G. 2017.
Stress Management Apps With Regard to Emotion-
Focused Coping and Behavior Change Techniques: A
Content Analysis. JMIR MHealth and UHealth
, 5(2),
e22. https://doi.org/10.2196/mhealth.6471
*Coelhoso, C. C., Tobo, P. R., Lacerda, S. S., Lima, A. H.,
Barrichello, C. R. C., Amaro, E., & Kozasa, E. H.
2019. A New Mental Health Mobile App for Well-
Being and Stress Reduction in Working Women:
Randomized Controlled Trial. Journal of Medical
Internet Research, 21(11), e14269.
https://doi.org/10.2196/14269
*Coulon, S. M., Monroe, C. M., & West, D. S. 2016. A
Systematic, Multi-domain Review of Mobile
Smartphone Apps for Evidence-Based Stress
Management. American Journal of Preventive
Medicine, 51(1), 95–105.
https://doi.org/10.1016/j.amepre.2016.01.026
*Elias, B. L., Fogger, S. A., McGuinness, T. M., &
D’Alessandro, K. R. 2013. Mobile apps for psychiatric
nurses. Journal of Psychosocial Nursing and Mental
Health Services, 52(4), 42–47.
*Escoffery, C., McGee, R., Bidwell, J., Sims, C., Thropp,
E. K., Frazier, C., & Mynatt, E. D. 2018. A review of
mobile apps for epilepsy self-management. Epilepsy &
Behavior, 81, 62–69.
https://doi.org/10.1016/j.yebeh.2017.12.010
*Ewais, S., & Alluhaidan, A. 2015. Classification of
Stress Management mHealth Apps Based on Octalysis
Framework. AMCIS 2015 Proceedings.
https://aisel.aisnet.org/amcis2015/HealthIS/GeneralPre
sentations/16
*Geuens, J., Swinnen, T. W., Westhovens, R., De Vlam,
K., Geurts, L., & Abeele, V. V. 2016. A review of
persuasive principles in mobile apps for chronic
arthritis patients: Opportunities for improvement.
JMIR MHealth and UHealth, 4(4), e118.
*Grist, R., Porter, J., & Stallard, P. 2017. Mental health
mobile apps for preadolescents and adolescents: A
systematic review. Journal of Medical Internet
Research, 19(5), e176.
*Harrer, M., Apolinário-Hagen, J., Fritsche, L., Drüge,
M., Krings, L., Beck, K., Salewski, C., Zarski, A.-C.,
Lehr, D., Baumeister, H., & Ebert, D. D. 2019.
Internet- and App-Based Stress Intervention for
Distance-Learning Students With Depressive
Symptoms: Protocol of a Randomized Controlled
Trial. Frontiers in Psychiatry, 10, 361.
https://doi.org/10.3389/fpsyt.2019.00361
Herzog, K. 2020, 24. Mental health apps draw wave of
new users as experts call for more oversight. CNBC.
https://www.cnbc.com/2020/05/24/mental-health-
apps-draw-wave-of-users-as-experts-call-for-
oversight.html
*Hoffman, V., Söderström, L., & Samuelsson, E. 2017.
Self-management of stress urinary incontinence via a
mobile app: Two-year follow-up of a randomized
controlled trial. Acta Obstetricia Et Gynecologica
Scandinavica, 96
(10), 1180–1187.
https://doi.org/10.1111/aogs.13192
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis
241
*Hoffmann, A., Christmann, C. A., & Bleser, G. 2017.
Gamification in Stress Management Apps: A Critical
App Review. JMIR Serious Games, 5(2), e13.
https://doi.org/10.2196/games.7216
*Hwang, W. J., & Jo, H. H. 2019. Evaluation of the
Effectiveness of Mobile App-Based Stress-
Management Program: A Randomized Controlled
Trial. International Journal of Environmental
Research and Public Health, 16(21).
https://doi.org/10.3390/ijerph16214270
*Jaques, N., Rudovic, O. (Oggi), Taylor, S., Sano, A., &
Picard, R. 2017. Predicting Tomorrow’s Mood,
Health, and Stress Level using Personalized Multitask
Learning and Domain Adaptation. IJCAI 2017
Workshop on Artificial Intelligence in Affective
Computing, 17–33.
http://proceedings.mlr.press/v66/jaques17a.html
Kalia, M. 2002. Assessing the economic impact of
stress—The modern day hidden epidemic.
Metabolism: Clinical and Experimental, 51, 49–53.
https://doi.org/10.1053/meta.2002.33193
*Langrial, S., Lehto, T., Oinas-Kukkonen, H., Harjumaa,
M., & Karppinen, P. 2012. Native Mobile
Applications For Personal Well-Being: A Persuasive
Systems Design Evaluation. PACIS 2012 Proceedings.
https://aisel.aisnet.org/pacis2012/93
*Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard,
D. 2014. Just a fad? Gamification in health and fitness
apps. JMIR Serious Games, 2(2), e9.
*Low, J. K., & Manias, E. 2019. Use of Technology-
Based Tools to Support Adolescents and Young
Adults With Chronic Disease: Systematic Review and
Meta-Analysis. JMIR MHealth and UHealth, 7(7),
e12042. https://doi.org/10.2196/12042
*Ly, K. H., Asplund, K., & Andersson, G. 2014. Stress
management for middle managers via an acceptance
and commitment-based smartphone application: A
randomized controlled trial. Internet Interventions,
1(3), 95–101.
https://doi.org/10.1016/j.invent.2014.06.003
*Matthews, J., Win, K. T., Oinas-Kukkonen, H., &
Freeman, M. 2016. Persuasive technology in mobile
applications promoting physical activity: A systematic
review. Journal of Medical Systems, 40(3), 72.
*Michelle, T. Q. Y., Jarzabek, S., & Wadhwa, B. 2014.
CBT Assistant: MHealth App for Psychotherapy. 2014
IEEE Global Humanitarian Technology Conference-
South Asia Satellite (GHTC-SAS), 135–140.
*Morrison, L. G., Geraghty, A. W. A., Lloyd, S.,
Goodman, N., Michaelides, D. T., Hargood, C., Weal,
M., & Yardley, L. 2018. Comparing usage of a web
and app stress management intervention: An
observational study. Internet Interventions, 12, 74–82.
https://doi.org/10.1016/j.invent.2018.03.006
*Morrison, L. G., Hargood, C., Pejovic, V., Geraghty, A.
W. A., Lloyd, S., Goodman, N., Michaelides, D. T.,
Weston, A., Musolesi, M., Weal, M. J., & Yardley, L.
2017. The Effect of Timing and Frequency of Push
Notifications on Usage of a Smartphone-Based Stress
Management Intervention: An Exploratory Trial. PloS
One, 12(1), e0169162.
https://doi.org/10.1371/journal.pone.0169162
*Munster-Segev, M., Fuerst, O., Kaplan, S. A., & Cahn,
A. 2017. Incorporation of a Stress Reducing Mobile
App in the Care of Patients With Type 2 Diabetes: A
Prospective Study. JMIR MHealth and UHealth, 5(5),
e75. https://doi.org/10.2196/mhealth.7408
*Nicholas, J., Larsen, M. E., Proudfoot, J., & Christensen,
H. 2015. Mobile apps for bipolar disorder: A
systematic review of features and content quality.
Journal of Medical Internet Research, 17(8), e198.
*Pagoto, S., Schneider, K., Jojic, M., DeBiasse, M., &
Mann, D. 2013. Evidence-based strategies in weight-
loss mobile apps. American Journal of Preventive
Medicine, 45(5), 576–582.
*Paredes, P., Gilad-Bachrach, R., Czerwinski, M.,
Roseway, A., Rowan, K., & Hernandez, J. 2014.
PopTherapy: Coping with Stress Through Pop-culture.
Proceedings of the 8th International Conference on
Pervasive Computing Technologies for Healthcare,
109–117. https://doi.org/10.4108/icst.pervasivehealth.
2014.255070
*Payne, H. E., Lister, C., West, J. H., & Bernhardt, J. M.
2015. Behavioral Functionality of Mobile Apps in
Health Interventions: A Systematic Review of the
Literature. JMIR MHealth and UHealth, 3(1), e20.
https://doi.org/10.2196/mhealth.3335
*Payne, H. E., Wilkinson, J., West, J. H., & Bernhardt, J.
M. 2016. A content analysis of precede-proceed
constructs in stress management mobile apps.
Mhealth, 2.
Preece, J., Sharp, H., & Rogers, Y. 2015. Interaction
Design: Beyond Human-Computer Interaction (4th
edition). Wiley.
*Proudfoot, J. G., Parker, G. B., Pavlovic, D. H.,
Manicavasagar, V., Adler, E., & Whitton, A. E. 2010.
Community Attitudes to the Appropriation of Mobile
Phones for Monitoring and Managing Depression,
Anxiety, and Stress. Journal of Medical Internet
Research, 12(5), e64.
https://doi.org/10.2196/jmir.1475
*Ptakauskaite, N., Cox, A. L., & Berthouze, N. 2018.
Knowing What You’Re Doing or Knowing What to
Do: How Stress Management Apps Support Reflection
and Behaviour Change. Extended Abstracts of the
2018 CHI Conference on Human Factors in
Computing Systems, LBW599:1–LBW599:6.
https://doi.org/10.1145/3170427.3188648
*Radovic, A., Vona, P. L., Santostefano, A. M., Ciaravino,
S., Miller, E., & Stein, B. D. 2016. Smartphone
Applications for Mental Health. Cyberpsychology,
Behavior, and Social Networking,
19(7), 465–470.
https://doi.org/10.1089/cyber.2015.0619
*Rodriguez-Paras, C., Tippey, K., Brown, E., Sasangohar,
F., Creech, S., Kum, H.-C., Lawley, M., & Benzer, J.
K. 2017. Posttraumatic stress disorder and mobile
health: App investigation and scoping literature
review. JMIR MHealth and UHealth, 5(10), e156.
*Schnall, R., Bakken, S., Rojas, M., Travers, J., &
Carballo-Dieguez, A. 2015. MHealth technology as a
CHIRA 2020 - 4th International Conference on Computer-Human Interaction Research and Applications
242
persuasive tool for treatment, care and management of
persons living with HIV. AIDS and Behavior, 19(2),
81–89.
*Serino, S., Cipresso, P., Gaggioli, A., Pallavicini, F.,
Cipresso, S., Campanaro, D., & Riva, G. 2014.
Smartphone for self-management of psychological
stress: A preliminary evaluation of positive technology
app. Revista de Psicopatología y Psicología Clínica,
19(3), 253–260.
https://doi.org/10.5944/rppc.vol.19.num.3.2014.13906
*Singh, K., Drouin, K., Newmark, L. P., Rozenblum, R.,
Lee, J., Landman, A., Pabo, E., Klinger, E. V., &
Bates, D. W. 2016. Developing a framework for
evaluating the patient engagement, quality, and safety
of mobile health applications. Issue Brief (Commonw
Fund), 5(1), 11.
*Smith, K., Iversen, C., Kossowsky, J., O’Dell, S.,
Gambhir, R., & Coakley, R. 2015. Apple apps for the
management of pediatric pain and pain-related stress.
Clinical Practice in Pediatric Psychology, 3(2), 93.
Tay, S.-A. 2020, May 4. Coronavirus (COVID-19):
Managing stress and anxiety. Counselling &
Psychological Services. https://services.unimelb.
edu.au/counsel/resources/wellbeing/coronavirus-
covid-19-managing-stress-and-anxiety
*Uddin, A. A., Morita, P. P., Tallevi, K., Armour, K., Li,
J., Nolan, R. P., & Cafazzo, J. A. 2016. Development
of a Wearable Cardiac Monitoring System for
Behavioral Neurocardiac Training: A Usability Study.
JMIR MHealth and UHealth, 4(2), e45.
https://doi.org/10.2196/mhealth.5288
Umoh, R. 2020, April 7. Meditation Apps Like Headspace
Are Offering Free Subscriptions To Healthcare
Workers Amid Coronavirus Pandemic. Forbes.
https://www.forbes.com/sites/ruthumoh/2020/04/07/m
editation-apps-like-headspace-are-offering-free-
subscriptions-to-healthcare-workers-amid-
coronavirus-pandemic/
*Vaghefi, I., & Tulu, B. 2019. The Continued Use of
Mobile Health Apps: Insights From a Longitudinal
Study. JMIR MHealth and UHealth, 7(8), e12983.
https://doi.org/10.2196/12983
*Williams, K. J., Peters, J. C., & Breazeal, C. L. 2013.
Towards leveraging the driver’s mobile device for an
intelligent, sociable in-car robotic assistant. 2013
IEEE Intelligent Vehicles Symposium (IV), 369–376.
https://doi.org/10.1109/IVS.2013.6629497
*Woodward, K., Kanjo, E., Brown, D., McGinnity, T. M.,
Inkster, B., Macintyre, D. J., & Tsanas, A. 2019.
Beyond Mobile Apps: A Survey of Technologies for
Mental Well-being. ArXiv:1905.00288 [Cs].
http://arxiv.org/abs/1905.00288
Interaction Design Issues in the Development and Assessment of Stress Management Apps: A Scoping Literature Review and Analysis
243