Table 6 Prevalence and application of novel persuasive design principles in digital mental health apps
From: A meta-analysis of persuasive design, engagement, and efficacy in 92 RCTs of mental health apps
Novel persuasive design principle | Studies % (n) | Definition | Example of use in app |
---|---|---|---|
Staged disclosure | 25% (23) | Staged disclosure presents information gradually by restricting access to later content until prior tasks are completed, often incorporating gamification elements such as unlocking levels through mastery. Unlike tunnelling, which allows users to navigate sequential information freely, staged disclosure enforces a controlled sequence, reducing cognitive overload and enhancing engagement by encouraging task completion and sustained interaction. | “During the course of the programme, participants were prevented from changing the sequence order of the programme and were unable to proceed to the next session without completing the previous session.”81 |
Goal setting | 15% (13) | Encourages users to establish specific, measurable, and achievable objectives. This approach motivates users by providing clear targets to strive for, which can enhance their sense of purpose, commitment, and progress tracking. | “They then choose from a list of 29 skills any number they want to work on, define their current level of ability and set a goal for how well they want to be able to master a skill.”82 |
Self-paced | 9% (8) | Users proceed through content or tasks at their own pace and according to their preferences. This approach respects users’ autonomy and control over their interaction with the system, promoting a more personalised and empowering experience. | “The app was designed to be self-guided. Participants were instructed to go at a pace that suited them.”75 |
Limited use | 7% (6) | Limiting the availability or access to certain features, content, or functions within an application or system. This approach is employed to create a sense of exclusivity, thereby increasing the perceived value and desirability of those elements. | “Following the completion of three levels each day, a screen prompting users to stop using the app for that day appears.”43 |