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“I finally felt I had the tools to control these urges”: Empowering Students to Achieve Their Device Use Goals With the Reduce Digital Distraction Workshop

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... While temporary abstinence is just one way of moderating use, a 2024 workshop examined multiple self-regulatory interventions for reducing screen time and screen distractions in Oxford University students. These interventions, which included time-limiting apps and other motivational techniques to voluntarily place restrictions on screen time, led most stu-dents in the study to continue to benefit from controlling their digital device use after the workshop was completed [34]. ...
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Internet use disorders (IUDs) represent conditions where individuals experience a loss of control over their interactive online media use resulting in reduced functional capacity, and physical, and mental health impairments. Disordered Internet use may develop with various online use activities including video games, social media, online pornography, video watching, and shopping. Prevalence rates for these disorders are increasing worldwide resulting in an increased demand for effective treatment. A number of structured psychosocial treatment approaches have been shown to improve IUD symptoms. Effective psychosocial treatments specifically for gaming disorder include Cognitive Behavioral Therapy (CBT), the Acceptance and Cognitive Restructuring Intervention Program (ACRIP) based on a cognitive behavioral and mindfulness model, and a Craving Behavioral Intervention (CBI). More general treatments for IUDs have shown to be successful based on CBT. Among pharmaceutical interventions, bupropion has been effective. Preventive interventions appear promising in school settings. Individual studies of primary prevention showed efficacy, but pooled results did not. Based on a meta-analysis, early prevention is particularly effective. Results are limited by methodological shortcomings and premature evidence. Recommendations for the future include more specific research questions related to effective components, appropriate settings, and motivational approaches to clinical treatment and prevention interventions. Considerations for clinicians and parents are outlined.
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Many people often experience difficulties in achieving behavioral goals related to smartphone use. Most of prior studies approached this problem with various behavior change strategies such as self-reflection and social support. However, little is known about the effectiveness and user experiences of restrictive and coercive interventions such as blocking. In this work, we developed "GoalKeeper," a smartphone intervention app that locks the user into the self-defined daily use time limit with restrictive intervention mechanisms. We conducted a four-week field experiment with 36 participants to investigate the effects and user experiences of varying intensities of restrictive interventions. The results showed that restrictive mechanisms are more effective than non-restrictive mechanisms such as warning. However, we found that restrictive mechanisms caused more frustration and pressure to the users, mainly due to diversity of usage contexts and needs. Based on our study results, we extracted practical implications for designing restrictive mechanisms that balance the intervention effectiveness for behavioral changes and the flexibility for user acceptability.
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Almost everyone struggles to act in their individual and collective best interests, particularly when doing so requires forgoing a more immediately enjoyable alternative. Other than exhorting decision makers to "do the right thing," what can policymakers do to reduce overeating, undersaving, procrastination, and other self-defeating behaviors that feel good now but generate larger delayed costs? In this review, we synthesize contemporary research on approaches to reducing failures of self-control. We distinguish between self-deployed and other-deployed strategies and, in addition, between situational and cognitive intervention targets. Collectively, the evidence from both psychological science and economics recommends psychologically informed policies for reducing failures of self-control.
Preprint
Many people struggle to control their use of digital devices. However, our understanding of the design mechanisms that support user self-control remains limited. In this paper, we make two contributions to HCI research in this space: first, we analyse 367 apps and browser extensions from the Google Play, Chrome Web, and Apple App stores to identify common core design features and intervention strategies afforded by current tools for digital self-control. Second, we adapt and apply an integrative dual systems model of self-regulation as a framework for organising and evaluating the design features found. Our analysis aims to help the design of better tools in two ways: (i) by identifying how, through a well-established model of self-regulation, current tools overlap and differ in how they support self-control; and (ii) by using the model to reveal underexplored cognitive mechanisms that could aid the design of new tools.
Article
Behavior change systems help people manage their time online and achieve many other goals. These systems typically consist of a single static intervention, such as a timer or site blocker, to persuade users to behave in ways consistent with their stated goals. However, static interventions decline in effectiveness over time as users begin to ignore them. In this paper, we compare the effectiveness of static interventions to a rotation strategy, where users experience different interventions over time. We built and deployed a browser extension called HabitLab, which features many interventions that the user can enable across social media and other web sites to control their time spent browsing. We ran three in-the-wild field experiments on HabitLab to compare static interventions to rotated interventions. We found that rotating between interventions increased effectiveness as measured by time on site, but also increased attrition: more users uninstalled HabitLab. To minimize attrition, we introduced a just-in-time information design about rotation. This design reduced attrition rates by half. With this research, we suggest that interaction design, paired with rotation of behavior change interventions, can help users gain control of their online habits.
Article
Digital behaviour change interventions, particularly those using pervasive computing technology, hold great promise in supporting users to change their behaviour. However, most interventions fail to take habitual behaviour into account, limiting their potential impact. This failure is partly driven by a plethora of overlapping behaviour change theories and related strategies that do not consider the role of habits. We critically review the main theories and models used in the research to analyse their application to designing effective habitual behaviour change interventions. We highlight the potential for Dual Process Theory, modern habit theory, and Goal Setting Theory, which together model how users form and break habits, to drive effective digital interventions. We synthesise these theories into an explanatory framework, the Habit Alteration Model, and use it to outline the state of the art. We identify the opportunities and challenges of habit-focused interventions.