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. 2020 Dec 8;8(12):e18439. doi: 10.2196/18439

Table 2.

Summary of adolescent feedback generated during usability testing cycles that was incorporated into MindClimb.

App feature and feedback Changes applied
Security and privacy

Cycle 1: password protection is important Incorporated an option for the user to create a PINa that must be entered each time the app is opened

Cycle 2: “a password to get into the app or ladders” Syncing of events with main calendar is optional
Notifications

Cycle 1 generated varied feedback on the frequency of user notifications, including wanting daily reminders, reminders 1 to 2 times per week, and notifications after a period of 1 to 2 weeks of inactivity Added single “We’ve missed you!” notification to pop up after 1 week of having not used the app

Cycle 2: alerts were described as sometimes overwhelming and stressful. Adolescents wished for an option to turn off notifications Users will receive 1 notification alert when their event is scheduled to occur
Step ladder creation and management

Cycles 1 and 2: a scale of 1 to 10 to rate the difficulty of exposure activities is more appropriate than 1 to 5 Difficulty scale for exposure activities changed to 1 to 10

Cycle 2: adolescents wanted the option to complete an exposure activity several times before proceeding to the next step in their ladder Added the ability to repeat an event

Cycle 2: scheduling specific dates and times for each exposure activity might be difficult to plan; app should allow users to “opt out of dates” and dates should not be mandatory Selection of dates for exposure activities is optional

Cycle 2: adolescents wanted ability to change the order of exposure activities and an easy way to “move the steps around” Exposure activities, regardless of difficulty rating, can be rearranged by dragging and dropping

Cycle 2: adolescents wanted the ability to not have a coping strategy attached to an exposure activity Activities can be created without selecting a coping strategy
Positive reinforcement and rewards

Cycle 1: “Quotes would be good. Ones that make you smile more or positivity”; creatures were a popular reward, especially the ability to upgrade characters; “increase the content” that the monster character says Incorporated random short positive messages provided by the monster characters at various points within app

Cycle 2: adolescents wanted monster characters to relate quotes to them; “it’s fun to use, but the point system doesn’t do anything right now. If the points system unlocked another guy (character)” Added 3 additional monster characters (total of 4) that can be unlocked for completing activities within the app
Positive self-talk

Cycle 2: adolescents wanted to be able to record “own memo (voice), positive self-talk” Allow users to record their own positive self-talk messages and replay them during exposure activities
Relaxation techniques and thinking traps

Cycle 1: adolescents wanted a voice that could walk them through the relaxation techniques Added voice narration and video as a way for users to access selected relaxation techniques during events

Cycles 1 and 2: too much text on deep breathing and thinking traps Text edited for length and clarity

Cycle 2: techniques learned in CBTb are not in the app Added “acting as if” relaxation techniques

aPIN: personal identification number.

bCBT: cognitive behavioral therapy.