Closing the Usability-Usage Gap In Digital Mental Health Interventions
Designing for maximum usability is a prerequisite for positive outcomes when creating a digital product or intervention for improving mental health. However, high usability does not always translate into regular, frequent-enough use. Marek will share his tips for designing a user journey with high usage and successful product (intervention) adoption, all based on his experience from three projects with different, highly specific target groups – care home clients, socially isolated seniors living at home, and young people with OCD.
Goal 3: Good Health and Well-Being
Goal 10: Reduced Inequalities
Marek is an entrepreneur and PhD student focused on e-Mental Health and SilverTech innovations. He founded Flying Kale, a product team creating playful digital tools for happy and healthy ageing. Their first product Kaleido, a VR-based activation tool, has already helped 100+ care homes and hospitals in four countries and is on the way to B2C too. Marek’s dissertation project at Charles University in Prague investigates the role digital interactions can play in the lives of socially isolated seniors. And in a grant project with the Czech National Mental Health Institute, he designed a mobile game for people with obsessive-compulsive disorder (OCD).