Supporting adolescents’ mHealth needs

Qualitative and quantitative insights from a user survey of a mental health promoting app

Journal Article (2026)
Author(s)

Esra Cemre Su de Groot (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Lianne P. de Vries (Erasmus MC, Vrije Universiteit Amsterdam)

Ujwal Gadiraju (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Olya Kudina (TU Delft - Technology, Policy and Management)

Loes Keijsers ( Erasmus Universiteit Rotterdam)

Manon H.J. Hillegers (Erasmus MC)

Willem Paul Brinkman (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Research Group
Web Information Systems
DOI related publication
https://doi.org/10.1016/j.chbr.2026.101109 Final published version
More Info
expand_more
Publication Year
2026
Language
English
Research Group
Web Information Systems
Journal title
Computers in Human Behavior Reports
Volume number
22
Article number
101109
Downloads counter
11
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

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.