Skip to main content

Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use

  • Conference paper
  • First Online:
Book cover Persuasive Technology (PERSUASIVE 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10809))

Included in the following conference series:

Abstract

This paper describes the approach employed in an ongoing project aiming to foster healthy smartphone use via Time Off, a mobile application presenting an animated genie on the screen together with a physical jacket for the phone. The genie becomes tired and ill, when one spends prolonged time on the phone. Time Off demonstrates application of the liveliness framework, grounded in concepts from cognitive science including animacy and blending, to designing dynamic representations of behavioral data that stimulate users’ imagination of possible outcomes and reflection on the causes, highlighting the motivators for a change. We conduct a field trial with 14 participants for two to six weeks. Qualitative findings show that participants having intention to change expressed more levels of imagination and reflection. Their logged data also show reduction in length or frequency of use sessions, suggesting that lively representations can project a kind of imaginative trigger that motivates people.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. http://flurrymobile.tumblr.com/post/127638842745/seven-years-into-the-mobile-revolution-content-is

  2. http://flurrymobile.tumblr.com/post/157921590345/us-consumers-time-spent-on-mobile-crosses-5

  3. Chan, C.: Report of advisory group on health effects of use of internet and electronic screen products. Department of Health (2014)

    Google Scholar 

  4. http://igamemom.com/smartphone-addiction-apps-to-control-screen-time/

  5. Löchtefeld, M., Böhmer, M., Ganev, L.: AppDetox: helping users with mobile app addiction. In: 12th International Conference on Mobile and Ubiquitous Multimedia. ACM Press (2013)

    Google Scholar 

  6. Ferreira, D., Ferreira, E., Goncalves, J., Kostakos, V., Dey, A.K.: Revisiting human-battery interaction with an interactive battery interface. In: UbiComp 2013. ACM Press (2013)

    Google Scholar 

  7. Atzl, C., Meschtscherjakov, A., Vikoler, S., Tscheligi, M.: Bet4EcoDrive: In: MacTavish, T., Basapur, S. (eds.) PERSUASIVE 2015. LNCS, vol. 9072, pp. 71–82. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-20306-5_7

    Chapter  Google Scholar 

  8. Lu, S., Ham, J., Midden, C.: Persuasive technology based on bodily comfort experiences: the effect of color temperature of room lighting on user motivation to change room temperature. In: MacTavish, T., Basapur, S. (eds.) PERSUASIVE 2015. LNCS, vol. 9072, pp. 83–94. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-20306-5_8

    Chapter  Google Scholar 

  9. Lin, J.J., Mamykina, L., Lindtner, S., Delajoux, G., Strub, H.B.: Fish‘n’Steps: encouraging physical activity with an interactive computer game. In: Dourish, P., Friday, A. (eds.) UbiComp 2006. LNCS, vol. 4206, pp. 261–278. Springer, Heidelberg (2006). https://doi.org/10.1007/11853565_16

    Chapter  Google Scholar 

  10. Maitland, J., Sherwood, S., Barkhuus, L., Anderson, I., Hall, M., Brown, B., Chalmers, M., Muller, H.: Increasing the awareness of daily activity levels with pervasive computing. In: Pervasive Health Conference and Workshops, 2006. IEEE (2006)

    Google Scholar 

  11. Consolvo, S., McDonald, D.W., Toscos, T., Chen, M.Y., Froehlich, J., Harrison, B., Klasnja, P., LaMarca, A., LeGrand, L., Libby, R., Smith, I., Landay, J.A.: Activity sensing in the wild: a field trial of UbiFit garden. In: CHI 2008 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1797–1806. ACM Press (2008)

    Google Scholar 

  12. Rooksby, J., Asadzadeh, P., Rost, M., Morrison, A., Chalmers, M.: Personal tracking of screen time on digital devices. In: CHI 2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 284–296. ACM Press (2016)

    Google Scholar 

  13. Ko, M., Choi, S., Yatani, K., Lee, U.: Lock n’LoL: group-based limiting assistance app to mitigate smartphone distractions in group activities. In: CHI 2016 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 998–1010. ACM Press (2016)

    Google Scholar 

  14. Alrobai, A., McAlaney, J., Phalp, K., Ali, R.: Online peer groups as a persuasive tool to combat digital addiction. In: Meschtscherjakov, A., De Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 288–300. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31510-2_25

    Chapter  Google Scholar 

  15. Vacca, R., Hoadley, C.: Self-reflecting and mindfulness: cultivating curiosity and decentering situated in everyday life. In: Meschtscherjakov, A., De Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 87–98. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31510-2_8

    Chapter  Google Scholar 

  16. Ilhan, E., Sener, B., Hacihabiboğlu, H.: Creating awareness of sleep-wake hours by gamification. In: Meschtscherjakov, A., De Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 122–133. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31510-2_11

    Chapter  Google Scholar 

  17. Chow, K.K.N.: Lock up the lighter: experience prototyping of a lively reflective design for smoking habit control. In: Meschtscherjakov, A., De Ruyter, B., Fuchsberger, V., Murer, M., Tscheligi, M. (eds.) PERSUASIVE 2016. LNCS, vol. 9638, pp. 352–364. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-31510-2_30

    Chapter  Google Scholar 

  18. Wunsch, M., Stibe, A., Millonig, A., Seer, S., Dai, C., Schechtner, K., Chin, Ryan C.C.: What makes you bike? exploring persuasive strategies to encourage low-energy mobility. In: MacTavish, T., Basapur, S. (eds.) PERSUASIVE 2015. LNCS, vol. 9072, pp. 53–64. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-20306-5_5

    Chapter  Google Scholar 

  19. Consolvo, S., Klasnja, P., McDonald, D.W., Landay, J.A.: Designing for healthy lifestyles: design considerations for mobile technologies to encourage consumer health and wellness. Found. Trends Hum. -Comput. Inter. 6, 167–315 (2014)

    Article  Google Scholar 

  20. Chow, K.K.N.: Investigating user interpretation of dynamic metaphorical interfaces. In: Marcus, A., Wang, W. (eds.) DUXU 2017. LNCS, vol. 10288, pp. 45–59. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-58634-2_4

    Chapter  Google Scholar 

  21. Chow, K.K.N.: Animation, Embodiment, and Digital Media Human Experience of Technological Liveliness. Palgrave Macmillan, Basingstoke (2013)

    Book  Google Scholar 

  22. Turner, M.: The Literary Mind. Oxford University Press, New York (1996)

    Google Scholar 

  23. Mandler, J.M.: How to build a baby: II. Conceptual primitives. Psychol. Rev. 99, 587–604 (1992)

    Article  Google Scholar 

  24. Coulson, S.: Semantic Leaps: Frame-Shifting and Conceptual Blending in Meaning Construction. Cambridge University Press, Cambridge (2001)

    Book  Google Scholar 

  25. McCarney, R., Warner, J., Iliffe, S., Haselen, R.V., Griffin, M., Fisher, P.: The Hawthorne effect: a randomised, controlled trial. BMC Med. Res. Methodol. 7, 30 (2007)

    Article  Google Scholar 

  26. Fogg, B.J.: A behavior model for persuasive design. In: Persuasive 2009 (2009)

    Google Scholar 

  27. Böhmer, M., Hecht, B., Schöning, J.: Falling asleep with Angry Birds, Facebook and Kindle – a large scale study on mobile application usage. In: MobileHCI 2011. ACM Press (2011)

    Google Scholar 

  28. Falaki, H., Mahajan, R., Kandula, S., Lymberopoulos, D., Govindan, R., Estrin, D.: Diversity in smartphone usage. In: MobiSys 2010, pp. 179–194. ACM Press (2010)

    Google Scholar 

Download references

Acknowledgements

We thank all the participants. We gratefully acknowledge the grant from The Hong Kong Polytechnic University and the assistance from Tung Wah Group of Hospitals.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kenny K. N. Chow .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Chow, K.K.N. (2018). Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use. In: Ham, J., Karapanos, E., Morita, P., Burns, C. (eds) Persuasive Technology. PERSUASIVE 2018. Lecture Notes in Computer Science(), vol 10809. Springer, Cham. https://doi.org/10.1007/978-3-319-78978-1_11

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-78978-1_11

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-78977-4

  • Online ISBN: 978-3-319-78978-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics