Persuasive Systems Design Features of Smartphone Apps for Psychosis: Systematic Review
Clinical Snapshot
PICO Framework
| P — Population | People with psychosis using smartphone applications |
| I — Intervention | Smartphone apps with persuasive systems design features |
| C — Comparator | Apps with different numbers or types of persuasive features |
| O — Outcomes | App engagement, attrition rates, adherence rates, and quality of persuasive features |
Bottom Line
This systematic review catalogued persuasive design features in 22 smartphone apps for psychosis, finding that personalization and reminders were most common, while social support and credibility features were underutilized. However, the review's clinical utility is severely limited by methodological weaknesses including a narrow search strategy, absence of quality assessment, and inability to access 91% of identified apps. No association was found between persuasive features and user attrition, and the relationship with adherence could not be assessed. While the PSD framework application is novel, the evidence is insufficient to guide clinical recommendations about app selection or design. Clinicians should await higher-quality evidence before making practice decisions based on these findings. The review highlights the need for better app accessibility and more rigorous evaluation of digital mental health interventions.
Key Findings
Effect Size: Not applicable - descriptive review
Primary Outcome: Frequency of persuasive design features across 22 psychosis apps
Nnt Or Sensitivity: No association found between number of persuasive features and attrition rates
Confidence Interval: Not reported
Clinical Application
Limited by app accessibility and lack of effectiveness data Relevant to digital mental health initiatives under Australian Digital Mental Health Blueprint, though no specific Australian apps or guidelines referenced Adults with psychotic disorders using smartphone-based interventions
Abstract
BACKGROUND: It is unclear why some smartphone apps designed for people with psychosis are engaging, while others are not. One possible explanation is the apps' persuasive features and the operationalization and implementation of these features. OBJECTIVE: This systematic review set out to quantify and describe the persuasive features used in smartphone apps for psychosis, investigate whether there was any association between persuasive features and attrition or adherence rates. and document the quality of the included apps. METHODS: We searched electronic databases PsycINFO, PubMed, and Google Scholar for eligible papers published between the years of 2013 and 2025. Hand searches of reference lists were completed. Apps were selected if they were designed for people with psychosis and there were published empirical studies investigating the apps. Two reviewers from the review team (TT, JP, DK, and SD) independently screened papers and extracted data on adherence and attrition, as well as coded papers for evidence of persuasive features according to the persuasive systems design (PSD) model. Available data were synthesized descriptively and narratively. We attempted to access apps via app stores or by correspondence with the research team. RESULTS: We found 22 apps for psychosis, with 30 associated published papers. The persuasive features were as follows: personalization (18 apps); reminders (15 apps); suggestions (11 apps); tunneling and self-monitoring (10 apps); reduction (9 apps); liking (8 apps); social role (6 apps); rehearsal, praise, and similarity (5 apps); rewards (4 apps); simulation, real-world feel, and social learning (3 apps); surface credibility and normative influence (2 apps); and trustworthiness, social comparison, and social facilitation (1 app). Expertise, authority, third-party endorsements, verifiability, cooperation, competition, and recognition were present in zero apps. Features in the categories of primary task support and dialogue support were well represented, while social support and system credibility support were underused. It was found that there was no association between the number of persuasive features and attrition; an association between persuasive features and adherence could not be assessed. The quality of the apps could not be judged due to 20 of the 22 apps being inaccessible either through the research papers' authors or through app stores. CONCLUSIONS: Our findings indicate that in psychosis apps there is potential to include a broader range of persuasive features, which might maximize engagement. Psychosis apps may benefit from incorporating more features that leverage the persuasive impact of having users interact (social support) and incorporating features that emphasize system credibility and trustworthiness. Further studies could determine whether an increase in the number of persuasive features will impact app engagement and which features are most impactful in this context.
References
- 1.Taylor, T., Peat, J., Kell, D., Daryan, S., & Jacobsen, P. (2026). Persuasive Systems Design Features of Smartphone Apps for Psychosis: Systematic Review. JMIR Human Factors. https://doi.org/10.2196/16282
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