Introduction
Mental health apps are becoming a common way for people to learn about wellbeing, build healthier habits and access self-help support. The World Health Organization recognises structured psychological self-help as a scalable approach that can be delivered through digital platforms, with or without brief support. [1]
However, an app can do more than ask, “How are you feeling today?” A well-designed app can also help people understand what may support a fuller and more meaningful life. This is where the PERMA framework can offer a useful design lens.
PERMA stands for Positive Emotion, Engagement, Relationships, Meaning and Accomplishment. Developed by Martin Seligman, the framework describes five building blocks associated with wellbeing and flourishing. It does not replace clinical care, diagnosis or evidence-based treatment. Instead, it can help app designers think beyond symptoms and consider the person as a whole. [2]
Rather than calling an app “PERMA compliant”, it may be more accurate to describe it as PERMA-informed or PERMA-aligned.
Why this matters
Mental health apps often focus on a specific problem. They may offer mood tracking, breathing exercises, journalling, cognitive behavioural techniques or reminders. These features can be useful, but the overall experience also depends on whether people continue to use the app and whether it gives them something meaningful to do.
Research on digital mental health interventions shows that engagement can be important. A systematic review found that common barriers included technical problems, lack of personalisation and the difficulty of using an intervention when someone is experiencing more severe mental health problems. Social connection, greater insight and a sense of control were among factors that could support engagement. [3]
A PERMA-informed approach can help create that balance between support, engagement and broader wellbeing.
1. Positive Emotion: make space for small moments of wellbeing
Positive emotion does not mean asking users to “think positive” when life is difficult. That can feel dismissive.
Instead, an app could help users notice small positive experiences:
“What gave you a moment of calm today?”
“What did you enjoy?”
“What are you looking forward to tomorrow?”
The aim is not to remove difficult emotions. It is to help users notice that distress and positive experiences can exist at the same time.
Fictional case study: Daniel
Daniel, 42, uses an app because he feels stressed after work. At first, he records only negative feelings. The app introduces a short evening reflection: one thing that went well, one thing he enjoyed and one thing he would like to repeat.
After a few weeks, Daniel notices that walking home, calling his brother and cooking at the weekend are small but important sources of positive emotion. The app has not “fixed” his stress. It has helped him notice resources already present in his life.
2. Engagement: help people find activities that absorb them
Engagement is about becoming involved in an activity that uses our attention and strengths. A good wellbeing app should therefore do more than display scores.
It might help someone identify activities that make them feel focused, interested or energised, such as reading, exercise, learning, creativity or time outdoors.
Personalisation matters. A generic list of wellbeing activities may not be useful for a busy parent, a university student or someone working night shifts. The app should learn from the user’s responses and let them choose what feels realistic.
3. Relationships: design for connection, not isolation
Mental health is not experienced in isolation. Supportive relationships can be important to wellbeing, yet many digital experiences are highly individual.
A PERMA-informed app could gently encourage connection. It might ask:
“Who helps you feel understood?”
“When did you last speak to someone you trust?”
“Would you like to plan a short conversation or shared activity?”
Fictional case study: Aisha
Aisha, 29, uses an app after moving to a new city. Her mood score is stable, but she reports feeling lonely.
Instead of giving her another breathing exercise, the app notices the relationship theme in her reflections. It suggests choosing one person to contact and creating a simple plan: a phone call, coffee or walk.
Aisha chooses an old university friend. The action is small, but it addresses something relevant to her experience.
4. Meaning: connect wellbeing with what matters
Meaning matters because people often want more than symptom reduction. They want to feel that their time and energy are connected to something important.
An app could ask users about their values, roles and priorities. What kind of person do they want to be? What matters in their family life, work, community or personal development?
Fictional case study: Michael
Michael, 51, feels successful at work but increasingly disconnected from his wider life. His reflections show that he values family, learning and helping others.
Rather than suggesting more productivity, the app helps him turn those values into small actions. He decides to mentor a younger colleague and spend one evening a week learning something unrelated to work.
5. Accomplishment: recognise progress without creating pressure
Accomplishment is not about winning or maintaining a perfect streak. A better design could recognise meaningful progress. Completing a difficult task, attending an appointment, reaching out to a friend or taking time to rest could all count as progress.
Badges, milestones or points may encourage continued use, but they should reinforce healthy behaviour rather than create competition or guilt.
Research into digital mental health tools shows that engagement is measured in many different ways, and the relationship between persuasive design, engagement and outcomes remains an active area of research. Gamification should therefore be used carefully rather than added simply because it looks engaging. [4]
What would a PERMA-informed app look like?
A strong mental health app could combine clinical safety with a broader wellbeing perspective. It might include appropriate screening, evidence-based self-help, crisis information, clear limits on what the app can provide, privacy safeguards, and pathways to professional support.
Alongside these, the app could include five simple wellbeing questions:
- Am I experiencing positive moments?
- Am I engaged in activities that matter to me?
- Do I feel connected to people?
- Do I have a sense of meaning?
- Am I making progress in areas that matter to me?
These questions could sit behind the experience rather than becoming five more scores for users to worry about.
Conclusion
Mental health technology has an opportunity to do more than track distress. Digital tools can support self-reflection, skills, connection and access to structured psychological self-help. However, good intentions are not enough. Design choices need to be evidence-informed, safe, accessible and relevant to real people.
PERMA offers one possible framework for broadening the design conversation. Used carefully, it can encourage app teams to consider positive emotion, engagement, relationships, meaning and accomplishment alongside symptoms and risk.
The most useful app may therefore be one that does not simply ask, “What is wrong?”
It also asks, “What matters to you, what helps you function well, and what would help you move towards the life you want to live?”
“A PERMA-informed app does not just help people manage what is wrong; it also helps them build what is right.” – Radhika Narayan
References
- World Health Organization. Psychological self-help interventions: delivering self-help for individuals. 2026. Read the WHO publication
- Seligman, M. E. P. PERMA and the building blocks of well-being. The Journal of Positive Psychology, 2018. Read the article
- Borghouts, J. et al. Barriers to and Facilitators of User Engagement With Digital Mental Health Interventions: Systematic Review. JMIR, 2021. Read the systematic review
- A meta-analysis of persuasive design, engagement, and efficacy in 92 RCTs of mental health apps. 2025. Read the study
