Advances in Intelligent Systems and Computing, 2019
There is a growing acceptance of the association between obsessive, compulsive and excessive usag... more There is a growing acceptance of the association between obsessive, compulsive and excessive usage of digital media, e.g., games and social networks, and users' wellbeing, whether personal, economic or social. While specific causal relations between such Digital Addiction (DA) and the negative life experience can be debated, we argue in this paper that, nevertheless, technology can play a role in preventing or raising awareness of its pathological or problematic usage styles, e.g. through monitoring usage and enabling interactive awareness messages. We perform a literature review, with the primary aim of gathering the range negative life experiences associated with DA. We then conduct two focus groups to help gather users' perception of the key findings from the literature. Finally, we perform a qualitative analysis of experts and practitioners' interviews and comments from a user survey on DA warning labels. As a result, we develop eight families of the negative life experiences associated with DA, examine the role of software in facilitating the reduction of such negative experiences, and consider the challenges that may be encountered in the process.
Persuasive Technology: Development of Persuasive and Behavior Change Support Systems
The concept of goals is prominent in information systems and also artificial intelligence literat... more The concept of goals is prominent in information systems and also artificial intelligence literature such as goal-oriented requirements engineering and self-adaptive systems. Digital motivation systems, e.g. gamification and persuasive technology, utilise the concept of behavioural goals which require a different mind-set on how to elicit and set them up, how to monitor deviation from such goals and how to ensure their completion. Behavioural goals are characterised by a range of factors which are not the main focus in classic information systems and AI literature such as self-efficacy, perceived usefulness. To engineer software supporting goal setting, a concretised taxonomy of goals would help a better-managed analysis and design process. In this paper, we provide a detailed classification of behavioural goals and their associated properties and elements (types, sources, monitoring, feedback, deviation and countermeasures). As a method, we review the literature on goal setting theory and its application in different disciplines. We subsequently develop five reference checklists which would act as a reference point for researchers and practitioners in persuasive and motivational systems.
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Papers by Sainabou Cham