The Science, Innovation and Outcomes Driving Mental Health App, Be A Looper
Social Health Innovations CEO Amanda Johnstone and Neuroscience Lead, Dr Roy Sugarman unveil the scientific and design insights behind mental health app Be A Looper.
Science As Evidence
Social Support - Be A Looper is driven by social support, with the emphasis on reducing isolation by providing a sense of safety and community. We know from Self-Determination Theory that the concept of relatedness as a powerful need and driver of behaviour has been proven out in many settings. Allied to this concept is the need to support autonomy and competence, related to self-efficacy, all part of ways to prevent the onset of helplessness, which is a driver of suicidal ideation.
Chain Diffusion - We also know that when someone close has suicided, the barrier to suicide of persons close to them weakens. Individual behaviours such as this can spread across groups and cultures through a process called chain diffusion. This occurs when an individual first learns a behaviour by experiencing someone else doing this, and this then serves as a model through which they and others learn the behaviour, and so on. Relatedness in this way backfires, so modelling a more positive approach to dealing with despair is crucial.
Self-efficacy - Outcomes in behaviour change to healthier options, as with all intrinsic drivers depend on a sense of effectance, competence, self-efficacy, concepts all related to Allbert Badura’s concept that the way we approach life’s challenges is heavily influenced by our sense that the actions we are about to undertake will achieve the desired outcome, the opposite in a way to the sense of helplessness and hopelessness that may accompany suicidal ideation. Scaffolding a sense of efficacy, a sense that one swipe will alter the outcome, or similar low-threshold action will change the present in favour of a more definite future, has underpinned our Be A Looper approach. Choosing a behaviour in the here and now that will have the best outcome over the temporal future, valuing this future over the now, is key to our desire to save lives one trusted contact at a time.
Role Modelling Vulnerability - Observational learning theory suggests that an individual’s environment, cognition and related behaviour all integrate and ultimately determine how that individual functions, and ultimately determine how that individual will function. Based on the above, learning to express distress in a non-confronting way that supports rescuing actions by others, can lower the barriers to communicating distress by modelling it for others in a process of chain diffusion.
Innovation Driven
Gamification - Rewards in the form of the intrinsic motivation to check-in and then it reveals the value of others, the work surrounding colours, semantics and viscosity. Be A Looper is design led by experts who are behind the game design and UI/UX of some of the leading familiar technology pieces in the world, including IBM, slot machines, NASA and the Gates Foundation. The Be A Looper interface has been tested and refined over a 3.5 year period with professionals in the clinical and rehabilitation sector, the not-for-profit sector and most importantly, validated with the lived experience community. A new release of the application is released each month, refining design by real-time user feedback and analytics.
Familiarity - The use of current subconscious consumer mobile behaviours, including tap tap swipe, scroll and reveal – as seen in apps like Tinder, Snapchat and Candy Crush. Be A Looper uses both subtle prompts along the journey.
Social Validation - The freedom of being authentic with a few peers that you trust in a safe place in a manner that is easy to communicate, allowing users to be heard and understood; over 'liked, rated or shared'.
Real Time - Using notifications in real time to drive suicide intervention by prompting “offline” conversation, by calling, messaging or catching up in person. Be A Looper has a localised and comprehensive resource centre linking users both at risk or supporting those at risk, with ease of access through their fingertips.
Outcomes Orientated
Authenticity – In a world of contextual polymorphism (being, the pressure of multiple personas that exists due to social media, workplace and life pressures), Be A Looper provides a safe platform to “take off the mask” and share “who I am, really”.
Cognitive Reprogramming - Checking in once a day – each day using the Cognitive Behavioral Therapy principals by changing behaviours, thus driving self-care.
Chronic Disease Self Management - Using the app as a platform to self manage mental health. By adapting behaviour to manage the life-threatening, chronic illness in collaboration with a team of likeminded and trusting others alongside adoption of healthy behaviours. Daily use of the Be A Looper technology to facilitate social support and access to quality best of breed treatments. Be A Looper for Enterprise, released in Q2, 2018 - will bring physicians and / or duty of care providers into the Loop for an even greater level of care.
Awareness – Making the commitment daily to check-in on up to five peers, also while reflecting on oneself own mental health. Role modelling vulnerability and inviting peers to participate in real time.
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For more information or access to our internal studies and references, please contact us to speak directly with our clinical team via socialhealthinnovations.com.
View the patent "Methods for tracking and responding to mental health changes in a user" here: http://www.google.com/patents/US20170046496
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About Dr Roy Sugarman MA Clin Psych PhD C.Psychol MAPS AFBPsS MAPS FCCN FCCP,
Dr Roy Sugarman is a Member of the Australian Psychological Society's Colleges of Clinical Neuropsychologists and Clinical Psychologists, of the Royal Charter of Psychologists in the UK, an Associate Fellow of the British Psychological Society and Member of the British Psychological Society’s Division of Neuropsychology, and Faculty of Paediatric Neuropsychology, and the American Psychological Association.
He has had input into major corporations' corporate health including programs at IBM, Intel, Sheraton, Walgreens, Cisco, Sony, SAP, Wesfarmers, Google, Johnson and Johnson, United Health Group, Union Pacific Railroads, and others, historically including Aviva and Singapore Armed Forces, Sun Life in Manila and Orix in Japan, FWD worldwide.
Dr Sugarman's clinical work continues in traumatic brain injury, mood and anxiety disorders in children and adults, and he serves as a Clinical Lecturer in Psychiatry at UNSW, assisting with the assessment of candidates for medicine. With numerous publications, Dr Sugarman has developed an integrated approach to achieving peak performance in both body and brain which is internationally recognized as being the current state of the art in both rehabilitation and peak performance circles: his work was showcased in the well received TV series, Body and Brain Overall on OneHD and Channel 10.