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      <title-group>
        <article-title>MONARCA: A Persuasive Personal Monitoring System to Support Management of Bipolar Disorder</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gabriela Marcu</string-name>
          <email>gmarcu@cs.cmu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jakob E. Bardram</string-name>
          <email>bardram@itu.dk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-Computer Interaction Institute, Carnegie Mellon University</institution>
          ,
          <addr-line>5000 Forbes Ave, Pittsburgh, PA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>IT University of Copenhagen</institution>
          ,
          <addr-line>Rued Langaards Vej 7, Copenhagen, Denmark, +45 7218 5311</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>MONARCA is a persuasive mobile phone application designed to support the treatment and management of bipolar disorder. Behavioral data is monitored through both sensing and manual patient input, while timely feedback is provided based on clinical recommendations to help patients adjust their behavior and manage their illness. This paper presents the design process behind the MONARCA system and initial findings on the challenge of designing a persuasive system for the management of bipolar disorder. We discuss how difficult the design of such technology has turned out to be, for two primary reasons: (1) the inherent challenges of using persuasive metaphors with a complex mental illness, and (2) the tradeoffs encountered due to varying, and sometimes conflicting, stakeholder needs.</p>
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      <title>-</title>
      <p>INTRODUCTION
Persuasive personal monitoring systems seem promising for
the management of mental illnesses such as bipolar disorder.
Bipolar disorder is characterized by recurring episodes of
both depression and mania, with treatment aiming to reduce
symptoms and prevent recurrence throughout a patient’s
lifetime. By applying pervasive healthcare technologies to
the treatment of bipolar disorder, we can monitor patients’
behavioral and mood data, and provide timely feedback to
them in order to help them adjust their behavior. This data
supports the treatment and management of the illness in a
multitude of ways. For example, patients and their clinicians
can use the data to determine the effectiveness of
medications, find illness patterns and identify warning signs, or test
potentially beneficial behavior changes. Behavioral data
collected could be used to predict and prevent the relapse of
critical episodes.</p>
      <p>
        Despite the plethora of research into personal monitoring
systems targeting behavior change [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], health-related
behavior change (e.g., physical activity [
        <xref ref-type="bibr" rid="ref1 ref5">5, 1</xref>
        ], diet [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], cardiac
rehabilitation [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and others [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]), and even the management
of chronic illnesses (e.g., diabetes [
        <xref ref-type="bibr" rid="ref11 ref7">7, 11</xref>
        ], chronic kidney
disease [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], asthma [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]), mental illness has remained
relatively unexplored. One explanation for this untapped
potential is the complexity and variation of a mental illness like
bipolar disorder, which causes uncertainty in how to manage
it. Moreover, there is no simple connection between
measurable parameters and the course of treatment; mental illness is
fundamentally complex and is often tied into physical health
problems as well as social problems. In the MONARCA
project we aim to overcome this challenge by developing a
system that, through pervasive data collection and feedback
to the patient, supports the treatment of bipolar disorder.
As such, the MONARCA system can be classified as a
persuasive technology [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], similar to other persuasive
healthrelated ubiquitous computing systems. The design of such
persuasive systems is, however, extremely difficult. It is
very unclear how feedback should be given to the patient in
order to influence and change behavior. Numerous studies
have proven that that trying to change unhealthy behavior
such as smoking, drinking, or lack of exercise is extremely
difficult even with the use of intensive counseling. Medicine
compliance is also a fundamentally hard problem in
healthcare. Therefore, it is quite challenging – some would
say naïve – to rely on non-human actors like computers and
mobile phones to be able to change unhealthy behavior.
In this paper, we describe the user-centered design process
and initial findings on the challenge of designing a
persuasive system for the management of bipolar disorder. We
discuss how difficult the design of such technology has
turned out to be, for two primary reasons: (1) the challenges
of using persuasive metaphors with a complex mental
illness, and (2) the tradeoffs encountered due to varying, and
sometimes conflicting, stakeholder needs.
      </p>
      <p>METHOD
Patients and clinicians of a bipolar disorder treatment
program took part in an in-depth participatory design process.
They were instrumental in decision-making about features
through collaborative design workshops and iterative
prototyping. Patients participated in semi-structured interviews
about the treatment and management of their own illness to
further inform the design process. Notes and artifacts from
these design activities were analyzed for 1) an
understanding of each stakeholder's motivations and needs, and 2)
indicators of tradeoffs that arose in the design of the
system.</p>
      <p>Workshops were held every other week for six months. At
every workshop, 1-3 individuals attended from each of the
following three stakeholder groups: patients, clinicians, and
designers. The designers led each three-hour workshop by
facilitating discussion about particular design goals and
issues; system features and functionality; and feedback on
mockups and prototypes of the system. During initial
workshops, overall goals of the system were introduced from
both clinical and technical perspectives. Sharing these
perspectives of the project involved drawing from their
respective best practices: both medically and practically,
clinicians know what works with patients; and designers are
aware of related systems and technologies.</p>
      <p>Design activities at workshops began in the early stages
with hands-on brainstorming. We provided materials such
as documents summarizing the goals of the system, images
of existing tools and methods, large poster paper, writing
materials, scissors, tape, etc. The sketches that came out of
this initial brainstorming formed the basis for the first
mockups. For the rest of the process, at each workshop we
1) discussed a few design goals and system features in
depth, and 2) received feedback on the next iteration of the
mockups. Mockups presented during workshops progressed
from sketches to wireframes to interactive prototypes.
SYSTEM DESIGN
The design process resulted in 5 focus areas for a
persuasive system for bipolar disorder: self-assessment, activity
monitoring, historical data overview, coaching &amp;
selftreatment, and data sharing.</p>
      <p>Self-assessment
Subjective data is collected through a mobile phone using a
simple one-page self-assessment form. Less than 10 items
are entered by the patient on a daily basis, including mood,
sleep, level of activity, and medication. Some items are
customizable to accommodate patient differences, while
others are consistent to provide aggregate data for statistical
analysis. A simple alarm reminds the patient to fill out the
form.</p>
      <p>Activity monitoring
Using sensors in the phone, objective data is collected to
monitor level of engagement in daily activities (based on
GPS and accelerometer), and amount of social activity
(based on phone calls and text messages). This data is
abstracted for analysis, to protect the patient’s privacy while
still supporting self-assessment using objective data.
Historical overview of data
The patient and clinician will both have access to the data
through a web interface. This will give them the means to
explore the data in depth by going back and forth in time,
and focusing on specific sets of variables at a time.
Coaching &amp; self-treatment
Psychotherapy will be supported through everyday
reinforcement in two ways. Customizable triggers can be set to
have the system notify both patient and clinician when the
data potentially indicates a warning sign or critical state.
Second, after patients are advised by their clinicians about
which actions to take in response to warning signs, they can
keep track of and review them through the system.
Data sharing
In order to strengthen the psychotherapy relationship data
and treatment decisions are shared between the patient and
his/her clinician. Similarly, sharing data with family
members or other caregivers empowers the patient to support the
treatment process. Finally, sharing data among patients
helps with personal coping and management efforts by
reassuring patients that they are not alone, and helping them
see how others manage their illness.</p>
      <p>CHALLENGES WITH A PERSUASIVE METAPHOR
One of the main original goals of the user-centered design
process was to design a persuasive system for bipolar
patients, which could help them constantly adjust their
behavior to manage their own illness. In particular, the design
process revealed the following three parameters were
crucial to keeping a bipolar patient stable:
1. adherence to the prescribed medication – i.e., ensuring
that the patient takes his or her medication on a daily
basis
2. stable sleep patterns – e.g., sleeping 8 hours every
night and going to bed at the same time
3. being physically and socially active – e.g., getting out
of the home, meeting with people, going to work.
Now – at first glance, this may seem simple, but numerous
studies have shown that each of the above three things are
very difficult to achieve for many patients, and achieving
all three consistently is inherently challenging in
combination with a mental illness. Hence, the core challenge is to
create technology that would help – or “persuade” – the
patient to do these three things every day.</p>
      <p>Most persuasive health-related Ubicomp systems have
adopted different metaphors with the goal of motivating the
patient to perform healthy behavior. Examples of such
metaphors include a garden that grows when the person is
physically active; a fish that grows when the person walks
more; and a dog that is happier when the person eats
healthy meals. Common to these metaphors is a
simple-tounderstand relationship between behavior (e.g. exercise)
and visualizations in the metaphor (e.g. more flowers in the
garden).</p>
      <p>In the design of the MONARCA project, we tried to adopt
the same strategy of creating a metaphor. In total of 5
different metaphors were tested and tried out in a series of
design workshops. These metaphors included the use of an
abstract color picture, a landscape with a river, a dartboard,
a music equalizer, and a scale. The patients and clinicians
rejected all of these metaphors – one after the other.
Why did this happen? First we thought that maybe we were
just bad at designing the metaphors, and we kept on trying
with new ones. But since it turned out to be a persistent
“problem”, we think that something more fundamental was
at stake, which was expressed by one of the patients as:
“I do not want my illness to be reduced to a game.”
We think that this is an important insight into the design of
persuasive technologies for healthcare and
selfmanagement. Many of the technologies and metaphors
reported so far deal with personal lifestyle related health
management, which is fundamentally different from
patients with a diagnosed mental illness. We think that the
design of feedback to the patient needs to follow another
pattern other than using a metaphor.</p>
      <p>DESIGN TRADEOFFS
During the user-centered design process, we discovered
several tradeoffs in the design of the system due to
conflicting stakeholder needs and motivations. These tradeoffs
relate to the clinical efficacy of the system, the patient’s
privacy, sustained use of the system, and other issues. In this
section, we highlight two of the primary tradeoffs we dealt
with during the design of MONARCA.</p>
      <p>Clinically driven vs. patient driven strategies
If a system has a strong clinical focus – meaning that it
adopts only clinically proven treatment strategies – it could
miss out on patient-driven approaches that may be helpful to
some patients. In addition, the system may also ignore novel
technological solutions that the clinical field has yet to
evaluate. Since our system was designed for a clinical
context, it was important that it adhere to clinical practices so
that it could be evaluated as a valid intervention. In addition,
considering clinical practices was crucial in designing a
system to be viable for adoption and acceptance into a patient's
treatment, which includes everyday use by the patient and
occasional use by the clinician.</p>
      <p>The clinicians that took part in our design activities shared
with us scenarios, anecdotes, and commonalities about the
treatment of their patients. We understood the context we
were developing the system for by understanding the
practices of clinicians with their patients. A recurring theme was
clinicians' limited resources. This turned into a limitation for
the functionality of the system, because if something took
too much time or attention on the clinician's part, the
clinicians would reject it. An example of one such feature was
the system suggesting that the patient contact the clinic if
data collected indicated possible warning signs – and
making it easy for the patient to place this call. The motivation
behind this feature was to encourage the patient to reach out
for help when needed, but the clinicians ultimately rejected
the idea because we could not find a reasonable protocol to
make the benefits to the patient outweigh the burden on the
clinic's resources. Features of the system also couldn't
present a liability for clinicians, so they were more likely to
reject ideas and limit the role of the system to be on the safe
side. Any kind of text messages or notes written by the
patient and made available to the clinic were kept out of our
design, because we could not ensure that the clinicians
would always read these messages, so we could not make
them liable for their content.</p>
      <p>We therefore realized that designing our system with
primarily a clinical focus was limiting. The clinicians we
worked with were clearly most comfortable with strategies
that they were familiar with, they had evidence for based on
their experiences with patients, and were backed by clinical
trials. Deviating from these practices somewhat, and pushing
our clinicians a little bit out of their comfort zone, enabled
us to explore other potential strategies, from the perspectives
of the patients and the designers.</p>
      <p>An additional example of a debated feature is reported stress
level. A stress level scale was strongly rejected by a
clinician who argued that stress is not a clinically useful
measure, nor is there any clinical definition of stress that would
support accurate data collection. Interestingly, a second
clinician was the one who suggested the stress level scale, and
argued for it from a very patient-centered perspective based
in psychotherapy. This clinician found that external stressors
play a significant part in the mood of her patients, and it was
useful for her to consider a patient's reported stress level
when assessing how that patient was doing. She also
believed that patients would find it useful to assess their own
level of stress, regardless of the fact that they would be
interpreting its meaning for themselves in the absence of a
clinical definition. The patients tended to agree with her, so
although this feature was under debate for several weeks, the
designers opted to keep it in the design because enough
participants believed there could be personal value in assessing
one's stress.</p>
      <p>The patients were creative in suggesting strategies based on
their personal experiences. Knowing what behavioral
changes have worked for them in the past, and imagining
what new strategies might work for them, patients explored
technological solutions unrestrained by considerations of
clinical efficacy. This unrestrained creativity was productive
during the design process for two reasons. First, it revealed
what would motivate the patients to use the system, which is
critical to adoption and acceptance. Second, it helped us
realize which measures, though clinically significant, would
ultimately fail because they were too intrusive for the patient
to collect, or were not interesting enough to the patient to
motivate collection.</p>
      <p>Egocentric patient bias vs. clinician generalizations
Although patients provide valuable insights into the
experience of living with and managing bipolar disorder, their
input tends to be egocentric, since their knowledge about the
disorder mostly comes from their own personal experience
with it. Discussions about the amount and type of data to
collect were complex due to the different experiences and
motivations of the stakeholders: clinicians were interested in
data they knew to be relevant for assessment based on
clinical studies or their own experiences treating patients; and
patients were interested in data they thought would be useful
to themselves personally for self-reflection. To balance these
sometimes opposing interests, designers focused on what
data would be easy and convenient to collect. Without
nonintrusive data collection methods, the system will be
overloaded with features and burden the patients, who are
responsible for collecting the data every day. Here, the
designers play an important role in keeping in perspective the
implications of collecting different amounts and types of data.
Patients and clinicians disagreed about how to include
customizable personal warning signs, which patients would
personalize and track on a daily basis. In addition to the
universal warning signs that we selected with the help of
clinicians to be applicable to most, if not all, patients, we
discussed including personal warning signs that each patient
could customize based on personal symptoms. Clinicians
argued that there should be as few of these items as possible,
even stating that one personal warning sign was difficult
enough for patients to attempt to track in their daily life. On
the other hand, patients argued that having more flexibility
would allow them to explore multiple warning signs at once
in order to determine which ones applied to them. One
patient, who had difficulty understanding her illness and could
not identify any of her personal warning signs, asked for a
lot flexibility because she would have no idea what to track,
so she would need to try many different items. The designers
found a solution by suggesting that the feature be limited but
flexible. The agreed upon solution would allow patients the
option to include as few as one personal warning sign, but
no more than three. Those patients who would only be able
to handle one item at a time could customize the system to
show only one at a time.</p>
      <p>CONCLUSION
In the design of a persuasive personal monitoring system
for bipolar disorder, we ran into several challenges unique
to using persuasive technology for the management of
mental illness. Our findings demonstrate that the design of a
system for bipolar disorder is quite different from that of
systems that have been explored for other health purposes
such as nutrition, physical activity, and chronic physical
illnesses. In this paper we have highlighted some of the
main issues that emerged during our design process,
including using a persuasive metaphor, balancing clinical- and
patient-centered strategies, and dealing with the biases of
patient and clinician participants. Our work revealed major
challenges due to the complexity of the illness, stigma
surrounding the illness, and the often-conflicting needs of
clinicians and patients.</p>
      <p>ACKNOWLEDGMENTS
This work has been partially funded by the EU Contract
Number 248545 - MONARCA under the 7th Framework
Programme. We would like to thank our participants for
their contributions to this project and enthusiasm for the
work.</p>
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