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LocknType: Lockout task intervention for discouraging smartphone app use

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dc.contributor.authorKim, Jaejeung-
dc.contributor.authorPark, Joonyoung-
dc.contributor.authorLee, Hyunsoo-
dc.contributor.authorKo, Minsam-
dc.contributor.authorLee, Uichin-
dc.date.accessioned2021-06-22T11:01:29Z-
dc.date.available2021-06-22T11:01:29Z-
dc.date.issued2019-05-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/4540-
dc.description.abstractInstant access and gratification make it difficult for us to self-limit the use of smartphone apps. We hypothesize that a slight increase in the interaction cost of accessing an app could successfully discourage app use. We propose a proactive intervention that requests users to perform a simple lockout task (e.g., typing a fixed length number) whenever a target app is launched. We investigate how a lockout task with varying workloads (i.e., pause only without number input, 10-digit input, and 30-digit input) influence a user’s decision making, by a 3-week, in-situ experiment with 40 participants. Our findings show that even the pause-only task that requires a user to press a button to proceed discouraged an average of 13.1% of app use, and the 30-digit-input task discouraged 47.5%. We derived determinants of app use and non-use decision making for a given lockout task. We further provide implications for persuasive technology design for discouraging undesired behaviors. © 2019 Copyright held by the owner/author(s).-
dc.format.extent12-
dc.language영어-
dc.language.isoENG-
dc.publisherAssociation for Computing Machinery-
dc.titleLocknType: Lockout task intervention for discouraging smartphone app use-
dc.typeArticle-
dc.publisher.location미국-
dc.identifier.doi10.1145/3290605.3300927-
dc.identifier.scopusid2-s2.0-85067627212-
dc.identifier.wosid000474467908076-
dc.identifier.bibliographicCitationConference on Human Factors in Computing Systems - Proceedings, pp 1 - 12-
dc.citation.titleConference on Human Factors in Computing Systems - Proceedings-
dc.citation.startPage1-
dc.citation.endPage12-
dc.type.docTypeConference Paper-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassother-
dc.relation.journalResearchAreaComputer Science-
dc.relation.journalWebOfScienceCategoryComputer Science, Cybernetics-
dc.relation.journalWebOfScienceCategoryComputer Science, Information Systems-
dc.relation.journalWebOfScienceCategoryComputer Science, Theory & Methods-
dc.subject.keywordPlusGAMES-
dc.subject.keywordAuthorInteraction restraint-
dc.subject.keywordAuthorIntervention design-
dc.subject.keywordAuthorLockout task-
dc.subject.keywordAuthorSmartphone overuse-
dc.identifier.urlhttps://dl.acm.org/doi/10.1145/3290605.3300927-
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COLLEGE OF COMPUTING > SCHOOL OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY > 1. Journal Articles

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ERICA 소프트웨어융합대학 (SCHOOL OF MEDIA, CULTURE, AND DESIGN TECHNOLOGY)
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