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Kuhlmeier, F.O., Gnewuch, U., Bauch, L., Metelmann, L. F., Lüttke, S. (2022). Exploring
User Experience with a Conversational Agent to Treat Depression in Youth: A Think-Aloud Study.
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Kuhlmeier et al. Exploring User Experience with a Conversational Agent for Depression
Proceedings of the Twenty-First Annual Pre-ICIS Workshop on HCI Research in MIS, Copenhagen, Denmark, December 11, 2022 1
Exploring User Experience with a Conversational Agent to
Treat Depression in Youth: A Think-Aloud Study
Florian Onur Kuhlmeier
University of Greifswald, Karlsruhe
Institute of Technology
florian.kuhlmeier@kit.edu
Ulrich Gnewuch
Karlsruhe Institute of
Technology
ulrich.gnewuch@kit.edu
Luise Bauch
University of Greifswald
luise.bauch@stud.uni-
greifswald.de
Lilli Feline Metelmann
University of Tübingen
lilli-feline.metelmann@student.uni-
tuebingen.de
Stefan Lüttke
University of Greifswald
stefan.luettke@uni-
greifswald.de
ABSTRACT
Conversational agents are a promising digital health
intervention that can mitigate help-seeking barriers for
youth with depression to receive treatment. Although
studies have shown sufficient acceptance, feasibility, and
promising effectiveness for adults, not much is known
about how youth experience interacting with
conversational agents to improve mental health. Therefore,
we conducted an exploratory study with 15 youth with to
collect data on their interaction with a conversational agent
prototype using the think-aloud protocol. We coded the
material from the think-aloud sessions using an inductive
approach. Our findings provide insights into how youth
with depression interacted with the prototype. Participants
frequently and controversially discussed the conversational
agent’s (1) personality and interaction style, (2) its
functionality, and (3) the dialogue content with
implications for the design of conversational agents to treat
depression and future research.
Keywords
conversational agent, depression, user experience, think-
aloud
INTRODUCTION
Depression in youth is a large-scale problem with
significant individual and socioeconomic costs
(Clayborne, Varin, & Colman, 2019). Yet, youth often do
not receive treatment due to stigma, uncertainty, and the
desire to solve problems on their own (Gulliver, Griffiths,
& Christensen, 2010). Conversational agents are
considered a promising digital mental health intervention
that may mitigate these barriers. Mimicking human
conversations may be the key to building a digital working
alliance, which is crucial for effective psychotherapy
(Darcy, Daniels, Salinger, Wicks, & Robinson, 2021).
Studies on conversational agents have shown sufficient
user experience and promising efficacy (Abd-Alrazaq,
Rababeh, Alajlani, Bewick, & Househ, 2020). However, it
remains largely unknown how youth with depression
experience interactions with conversational agents to treat
depression. The applicability of related research with adult
samples is limited as (1) depression in youth differs from
depression in adulthood (Rice et al., 2019) and (2) youth
interact with smartphones and conversational agents in
different ways than adults (Andone et al., 2016; Huffman,
2014). These differences should be considered when
designing conversational agents to treat depression.
Therefore, the purpose of this study was to investigate how
youth with depression experience interacting with a
conversational agent to treat depressive symptoms. The
results of this research-in-progress will be used to design a
conversational agent to treat depression in youth.
RELATED WORK
Conversational agents are digital applications designed to
mimic human conversational behavior (Dale, 2016). They
are popular in sectors such as customer service, education,
and healthcare (Følstad & Brandtzæg, 2017). Using
conversational agents to diagnose and treat mental
disorders has also been explored to expand current
capacities and intervention types, as they are scalable,
always available, and easily accessible (Vaidyam,
Linggonegoro, & Torous, 2020). Most conversational
agents to improve mental health are based on cognitive
behavioral therapy – an effective and first-line
psychotherapy approach for depression (Oud et al., 2019).
The goal of cognitive behavioral therapy is to change
dysfunctional thoughts and behaviors (Auerbach, Webb, &
Stewart, 2016). Studies on conversational agents to
improve mental health have shown sufficient acceptance
and feasibility (Abd-Alrazaq et al., 2020; Vaidyam et al.,
2020). However, conversational agents have primarily
been designed for adults (Vaidyam et al., 2020) and
preventing rather than treating mental disorders (Chan et
al., 2022; Høiland, Følstad, & Karahasanovic, 2020).
Kuhlmeier et al. Exploring User Experience with a Conversational Agent for Depression
Proceedings of the Twenty-First Annual Pre-ICIS Workshop on HCI Research in MIS, Copenhagen, Denmark, December 11, 2022 2
METHODOLOGY
Study Design
The work presented in this article was part of an
exploratory study to investigate the needs and preferences
of youth for a conversational agent to treat depressive
symptoms. First, we conducted a semi-structured interview
on (1) problems and coping strategies for depression, (2)
attitudes toward conversational agents to treat depression,
and (3) design preferences. Second, we collected data on
how users experienced interacting with a conversational
agent prototype - which is the focus of this paper. We used
the think-aloud method (Jaspers, Steen, Bos, & Geenen,
2004), where we asked users to narrate their thoughts and
feelings while interacting with the prototype. At the
beginning of the trial, the interviewer briefly introduced
our conversational agent ‘Cady’, the content of the
dialogue, and explained how the think-aloud method
works. The users then interacted with the prototype via a
laptop placed in front of them. We recorded the screen of
the laptop and the user’s audio with an internal function of
the laptop. On average, the participants interacted with
Cady for 15:38 minutes (range = 11:54 – 20:38). After the
study, the recordings were transcribed for further analysis.
Participants
Participants qualified to take part in the study if they were
between the ages of 14 and 17 years, owned a smartphone,
and had previously been diagnosed with depression. They
were excluded if they had suicidal ideation, psychosis, or
low cognitive functioning. We advertised our study at local
psychotherapists. 15 youth (14-17 years old; M = 16, SD =
1.14) with symptoms of depression participated in the
study at the University of Tübingen. 13 participants
identified as female and 2 as non-binary.
Conversational Agent: Cady
Participants were asked to interact with a conversational
agent, developed with the prototyping software botsociety,
that guides users through a behavioral activation exercise.
Figure 1 shows a screenshot demonstrating the interaction
between the conversational agent and the user. Behavioral
activation is a core component of cognitive behavioral
therapy to treat depression in youth (Oud et al., 2019). It
aims to increase the engagement of patients with
pleasurable activities. The conversation consisted of the
following sections: (1) introduction, (2) mood check with
adaptive responses, (3) psychoeducation on the
relationship between behavior, thoughts, and feelings, (4)
finding and planning pleasant activities, (6) advice on how
to overcome barriers to performing activities, and (7)
feedback and goodbye. The conversation mainly consisted
of buttons with predefined answer alternatives and a few
free text input fields. We named the conversational agent
‘Cady’ and did not specify age, gender, or other
demographic characteristics to prevent specific
demographic characteristics from influencing the results of
the study.
Figure 1. Screenshot of Cady.
Data Analysis
Two coders analyzed the think-aloud sessions using
content analysis according to Mayring (2004) with the
software QCAmap. We chose inductive coding to achieve
the most unbiased and thorough description of the data,
which we considered important due to the exploratory
nature of the study. Both coders first coded the material
independently and then agreed on overarching categories.
When codes differ due to the inductive approach, we report
the codes of the first coder.
RESULTS
Cady’s (1) personality and interaction style, (2)
functionality, and (3) dialogue content emerged as the main
categories.
Personality and Interaction Style
The personality and interaction style of Cady were
frequently discussed. Most participants characterized the
friendly and personal interaction style as one of its main
strengths. One participant said: ‘I like that you
communicate in a friendly way, like an internet friend.’
Another participant was pleasantly surprised by Cady’s
reaction after finding three pleasant activities: ‘That's
sweet! It is good that you can tell that Cady is happy.’
Kuhlmeier et al. Exploring User Experience with a Conversational Agent for Depression
Proceedings of the Twenty-First Annual Pre-ICIS Workshop on HCI Research in MIS, Copenhagen, Denmark, December 11, 2022 3
Figure 2. Categories and codes regarding personality
and interaction style.
Several participants also appreciated Cady’s use of emoji.
Others, however, criticized too many or inadequate emojis.
A participant explained their criticism: ‘Here, for example,
is a rocket emoji. And I would not use a rocket emoji
myself.’ Consequently, this participant would have
preferred fewer emojis. Another participant commented on
the language as too therapeutic: ‘It was relatively
authentic, but you also notice that it is not written for my
age. But otherwise, if you see it as a therapy conversation,
it was good.’ The participant wished for more age-specific
language, such as short sentences: ‘So, this was
therapeutic, but if it is supposed to be like a friend, I think
it is better if it is written like my age. Short sentences, not
completed.’ Furthermore, three participants appreciated
that Cady led the conversation, which was perceived as less
effort: ‘I think it's good that the computer leads the
conversation, and you don't have to do too much yourself.’
Two participants were pleased that Cady asked personal
questions. For example, a participant approved that Cady
had asked if she had experienced becoming less active
herself: ‘I just think it's good that she is asking if I know
something like that or haven't experienced it yet.’
However, one participant concluded that Cady asked too
many questions. Although two participants appreciated
Cady’s motivational style and humor, another participant
thought that Cady was too optimistic. One participant was
pleased that Cady asked for feedback after the
conversation. Lastly, one participant appreciated that Cady
disclosed personal information such as enjoying chats with
nice people.
Functionality
The participants pointed out several aspects of Cady's
functionality. Seven participants enjoyed interacting
through predefined responses. One participant stated: ‘I
liked that there are predefined responses and I don’t need
to think of a response every time.’ Six participants
appreciated optional reminders to carry out the planned
activities, while two would have liked to personalize the
reminders. Another participant suggested automatic rather
than optional reminders. Four participants appreciated free
text responses, while one participant suggested including
more free text input. Furthermore, one participant liked
how Cady was able to understand their responses: ‘I think
it's really impressive that Cady understands what I write
and then responds to it.’ Yet, three other participants were
frustrated by inadequate responses. One participant said:
‘The message I sent does not even make sense. But Cady
does not realize that.’
Figure 3. Categories and codes regarding functionality.
Another participant pointed out that the conversation felt
impersonal/ not tailored to them and their needs. Four
participants pointed out that Cady sent its messages too
fast. Two participants suggested lowering Cady’s typing
speed and including short breaks between messages. On
the contrary, one participant was happy with the speed of
the messages, while another participant felt that the pause
between messages was too long. One participant suggested
a typing indicator to make pauses more like human-to-
human chats. Four participants liked the simple, easy to
use, and familiar user chat interface, while one participant
suggested an option to personalize the user interface.
Kuhlmeier et al. Exploring User Experience with a Conversational Agent for Depression
Proceedings of the Twenty-First Annual Pre-ICIS Workshop on HCI Research in MIS, Copenhagen, Denmark, December 11, 2022 4
Dialogue Content
Participants frequently commented on the content of the
dialogue, primarily its selection and presentation. The
participants noted how useful and easy to implement the
content was. One participant said: ‘I think the prototype has
already helped me, so that I can become more active
again’. The participants also appreciated the mood check-
in. One participant stated: ‘I think it's good that Cady asks
me how I’m doing.’ Another person was disappointed that
there was no option to just talk about something that was
on their mind and would have preferred such a feature: ‘If
you want to get something off your chest, it is good to have
the opportunity right at the beginning, during the
conversation or at the end, so that you read and
participate, but can still say something afterwards.’
Figure 4. Categories and codes regarding the dialogue
content.
Four participants suggested personalized content. For
example, they would like Cady to ask if the user wants to
learn about specific a topic (e.g., behavioral activation) or
if the user is affected by the presented content to determine
its relevance. Two participants appreciated that Cady
chooses and plans activities with them and that Cady
provides tips on how to carry out the activities. Four
participants enjoyed the images and examples, which
helped to understand the content. The participants also
noted that it was helpful that they had to text Cady three
activities they find pleasant. However, a participant
pointed out that Cady made choosing, planning, and doing
a pleasant activity seem easier than it really is: ‘This is also
the case with my therapist, they simplify a lot. Like, it is
easy to do something pleasant. But sometimes it is difficult
to do anything at all.’ In addition, one participant stated
that breaking the content down into several messages rather
than a single text made it easier to understand and more
interactive. However, three participants said that there was
too much information. One participant suggested that Cady
should encourage users to read the content again to better
memorize it. Two participants proposed to improve the
content by shortening the text, receiving fewer consecutive
messages, and including emojis and text in every
predefined response.
DISCUSSION
In our exploratory study with 15 youth with symptoms of
depression, we found that conversational agents may serve
as an appropriate digital health intervention, as indicated
by the various strengths that the participants pointed out
during the think-aloud sessions. Our results also revealed
several challenges that provide implications for the design
of conversational agents for this target group.
First, our results show contradictory and controversial
discussions about several design aspects. For example,
language and emoji use was frequently and contradictorily
discussed, which emphasizes that personality and
interaction style are crucial. This result underscores the
need to thoroughly design and evaluate the character of the
conversational agent. However, it remains largely
unknown, how to provide a conversational agent with
personality traits through language use, emojis, and gifs.
Despite promising first attempts to guide and systematize
this process (Ahmad, Siemon, Gnewuch, & Robra-
Bissantz, 2022; Nißen et al., 2022), comprehensive and
specific guidelines are needed. Our results also show that
the success of conversational agents is not only based on
technological advances in natural language processing,
consistent with previous research on chatbots in other
domains (Schuetzler et al., 2020); success also depends on
sufficiently meeting user’s requirements and preferences
beyond conversational abilities. Contradictions regarding
the personality and interaction style indicate the difficulty
in satisfying the needs of all users, suggesting the use of
personalization (Kocaballi et al., 2019). For example,
designers could provide users with the option to disable the
use of emojis.
Second, a counterintuitive finding was that several
participants liked to interact with Cady by selecting
predefined responses. Intuitively, we would have assumed
that users prefer more human-like communication, which
has also been demonstrated in customer service (Diederich,
Brendel, Lichtenberg, & Kolbe, 2019). Some participants
explained their preference because the predefined
responses were more efficient. It seems that implementing
predefined responses is advantageous for highly structured
dialogues such as teaching behavioral activation. On the
other hand, more flexible dialogues to address individual
issues are complex to implement in a highly structured
way. Future research should address how the advantages of
predefined responses and advanced natural language
processing can be combined to deliver the best user
experience. Third, a high degree of anthropomorphism was
salient in the think-aloud sessions. Participants repeatedly
used pronouns (e.g., he/she) to refer to Cady even though
it was specifically designed to be gender neutral (i.e., a
gender-neutral name and a robot avatar). In addition,
Kuhlmeier et al. Exploring User Experience with a Conversational Agent for Depression
Proceedings of the Twenty-First Annual Pre-ICIS Workshop on HCI Research in MIS, Copenhagen, Denmark, December 11, 2022 5
different personality traits were attributed to Cady. Most
importantly, one participant had the impression that their
message made Cady happy. Interestingly, the diverse
statements indicate that there are different ways in which
anthropomorphism functions. Personalization appears to
be an appropriate strategy to address these different ways
of increasing anthropomorphism.
Third, our participants showed different perceptions of
conversational capabilities. Although one participant was
impressed that Cady understood what they were saying,
others criticized inadequate responses. Human
characteristics, such as expectations and previous
experience with conversational agents, may influence the
user experience. In line with the agenda for conversational
agent research developed by Diederich et al. (2022), future
research should investigate how user characteristics
influence the interaction with conversational agents.
LIMITATIONS
Our study has three main limitations. First, our sample
consists predominantly of female participants. Although
depression is substantially more prevalent among women
(Seedat et al., 2009), future studies need to include male
participants to provide a more holistic understanding of
youth’s user experience with conversational agents to treat
depression. Second, our conversational agent prototype
focused on behavioral activation, which is only one part of
cognitive behavioral therapy. Although most results appear
generalizable, think-aloud data on other therapeutic
exercises is needed to test generalizability. Lastly, Think-
aloud has proven valuable in providing rich and detailed
data, but does provide an overall assessment. Future
research should therefore complement a think-aloud
approach with open-ended questions, established user
experience questionnaires and interaction data.
CONCLUSION
This article provides insight into how youth with symptoms
of depression interact with a conversational agent designed
to deliver therapeutic content. Our results suggest that the
participants enjoyed the interaction and discussed (1)
Cady’s personality and interaction style, (2) its
functionality, and (3) the dialogue content. Our next step
will be to fully analyze and publish our study on needs and
preferences for a conversational agent to treat depression
in youth. In our future research, we will extend the
prototype to several components of cognitive behavioral
therapy and complement the think-aloud with semi-
structured interviews and user experience surveys to follow
a mixed methods approach.
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