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Ulrik Lyngs

Publications and source records attributed to Ulrik Lyngs.

13 recordsLinked to original sources

Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies

Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalise the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimise engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users' motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalise the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.

cs.HC

Computers as Bad Social Actors: Dark Patterns and Anti-Patterns in Interfaces that Act Socially

Technologies increasingly mimic human-like social behaviours. Beyond prototypical conversational agents like chatbots, this also applies to basic automated systems like app notifications or self-checkout machines that address or 'talk to' users in everyday situations. Whilst early evidence suggests social cues may enhance user experience, we lack a good understanding of when, and why, their use may be inappropriate. Building on a survey of English-speaking smartphone users (n=80), we conducted experience sampling, interview, and workshop studies (n=11) to elicit people's attitudes and preferences regarding how automated systems talk to them. We thematically analysed examples of phrasings/conduct participants disliked, the reasons they gave, and what they would prefer instead. One category of inappropriate behaviour we identified regards the use of social cues as tools for manipulation. We describe four unwanted tactics interfaces use: agents playing on users' emotions (e.g., guilt-tripping or coaxing them), being pushy, `mothering' users, or being passive-aggressive. Another category regards pragmatics: personal or situational factors that can make a seemingly friendly or helpful utterance come across as rude, tactless, or invasive. These include failing to account for relevant contextual particulars (e.g., embarrassing users in public); expressing obviously false personalised care; or treating a user in ways that they find inappropriate for the system's role or the nature of their relationship. We discuss these behaviours in terms of an emerging 'social' class of dark and anti-patterns. Drawing from participant recommendations, we offer suggestions for improving how interfaces treat people in interactions, including broader normative reflections on treating users respectfully.

cs.HC

Before and after GDPR: tracking in mobile apps

Third-party tracking, the collection and sharing of behavioural data about individuals, is a significant and ubiquitous privacy threat in mobile apps. The EU General Data Protection Regulation (GDPR) was introduced in 2018 to protect personal data better, but there exists, thus far, limited empirical evidence about its efficacy. This paper studies tracking in nearly two million Android apps from before and after the introduction of the GDPR. Our analysis suggests that there has been limited change in the presence of third-party tracking in apps, and that the concentration of tracking capabilities among a few large gatekeeper companies persists. However, change might be imminent.

cs.CY

How the Design of YouTube Influences User Sense of Agency

In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while search and playlists support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.

cs.HC

From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness

Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our findings speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.

cs.HC

'I Just Want to Hack Myself to Not Get Distracted': Evaluating Design Interventions for Self-Control on Facebook

Beyond being the world's largest social network, Facebook is for many also one of its greatest sources of digital distraction. For students, problematic use has been associated with negative effects on academic achievement and general wellbeing. To understand what strategies could help users regain control, we investigated how simple interventions to the Facebook UI affect behaviour and perceived control. We assigned 58 university students to one of three interventions: goal reminders, removed newsfeed, or white background (control). We logged use for 6 weeks, applied interventions in the middle weeks, and administered fortnightly surveys. Both goal reminders and removed newsfeed helped participants stay on task and avoid distraction. However, goal reminders were often annoying, and removing the newsfeed made some fear missing out on information. Our findings point to future interventions such as controls for adjusting types and amount of available information, and flexible blocking which matches individual definitions of 'distraction'.

cs.HC

Robot Accident Investigation: a case study in Responsible Robotics

Robot accidents are inevitable. Although rare, they have been happening since assembly-line robots were first introduced in the 1960s. But a new generation of social robots are now becoming commonplace. Often with sophisticated embedded artificial intelligence (AI) social robots might be deployed as care robots to assist elderly or disabled people to live independently. Smart robot toys offer a compelling interactive play experience for children and increasingly capable autonomous vehicles (AVs) the promise of hands-free personal transport and fully autonomous taxis. Unlike industrial robots which are deployed in safety cages, social robots are designed to operate in human environments and interact closely with humans; the likelihood of robot accidents is therefore much greater for social robots than industrial robots. This paper sets out a draft framework for social robot accident investigation; a framework which proposes both the technology and processes that would allow social robot accidents to be investigated with no less rigour than we expect of air or rail accident investigations. The paper also places accident investigation within the practice of responsible robotics, and makes the case that social robotics without accident investigation would be no less irresponsible than aviation without air accident investigation.

cs.RO

Further Exploring Communal Technology Use in Smart Homes: Social Expectations

Device use in smart homes is becoming increasingly communal, requiring cohabitants to navigate a complex social and technological context. In this paper, we report findings from an exploratory survey grounded in our prior work on communal technology use in the home [4]. The findings highlight the importance of considering qualities of social relationships and technology in understanding expectations and intentions of communal technology use. We propose a design perspective of social expectations, and we suggest existing designs can be expanded using already available information such as location, and considering additional information, such as levels of trust and reliability.

cs.HC

Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools

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.

cs.HC

Third Party Tracking in the Mobile Ecosystem

Third party tracking allows companies to identify users and track their behaviour across multiple digital services. This paper presents an empirical study of the prevalence of third-party trackers on 959,000 apps from the US and UK Google Play stores. We find that most apps contain third party tracking, and the distribution of trackers is long-tailed with several highly dominant trackers accounting for a large portion of the coverage. The extent of tracking also differs between categories of apps; in particular, news apps and apps targeted at children appear to be amongst the worst in terms of the number of third party trackers associated with them. Third party tracking is also revealed to be a highly trans-national phenomenon, with many trackers operating in jurisdictions outside the EU. Based on these findings, we draw out some significant legal compliance challenges facing the tracking industry.

cs.CY

What privacy concerns do parents have about children's mobile apps, and how can they stay SHARP?

Tablet computers are widely used by young children. A report in 2016 shows that children aged 5 to 15 years are spending more time online than watching TV. A 2017 update of the same report shows that parents are becoming more concerned about their children's online risks compared to the previous year. Parents are working hard to protect their children's online safety. An increasing number of parents are setting up content filtering at home or having regular discussions with their children regarding online risks. However, although risks related to Social Media platforms or social video sharing sites (like YouTube) are widely known, risks posed by mobile applications or games (i.e. `apps') are less known. Behind the cute characters, apps used by children can not only have the possibility of exposing them to age-inappropriate content or excessive in-app promotions, but may also make a large amount of their personal information accessible to third-party online marketing and advertising industry. Such practices are not unique to children's apps, but young children are probably less capable of resisting the resulting personalised advertisements and game promotions. In this report, we present findings from our online survey of 220 parents with children aged 6-10, mainly from the U.K. and other western countries, regarding their privacy concerns and expectations of their children's use of mobile apps. Parents play a key role in children's use of digital technology, especially for children under 10 years old. Recent reports have highlighted parents' lack of sufficient support for choosing appropriate digital content for their children. Our report sheds some initial light on parents' key struggles and points to immediate steps and possible areas of future development.

cs.CY

"So, Tell Me What Users Want, What They Really, Really Want!"

Equating users' true needs and desires with behavioural measures of 'engagement' is problematic. However, good metrics of 'true preferences' are difficult to define, as cognitive biases make people's preferences change with context and exhibit inconsistencies over time. Yet, HCI research often glosses over the philosophical and theoretical depth of what it means to infer what users really want. In this paper, we present an alternative yet very real discussion of this issue, via a fictive dialogue between senior executives in a tech company aimed at helping people live the life they `really' want to live. How will the designers settle on a metric for their product to optimise?

cs.CY

'It's Reducing a Human Being to a Percentage'; Perceptions of Justice in Algorithmic Decisions

Data-driven decision-making consequential to individuals raises important questions of accountability and justice. Indeed, European law provides individuals limited rights to 'meaningful information about the logic' behind significant, autonomous decisions such as loan approvals, insurance quotes, and CV filtering. We undertake three experimental studies examining people's perceptions of justice in algorithmic decision-making under different scenarios and explanation styles. Dimensions of justice previously observed in response to human decision-making appear similarly engaged in response to algorithmic decisions. Qualitative analysis identified several concerns and heuristics involved in justice perceptions including arbitrariness, generalisation, and (in)dignity. Quantitative analysis indicates that explanation styles primarily matter to justice perceptions only when subjects are exposed to multiple different styles---under repeated exposure of one style, scenario effects obscure any explanation effects. Our results suggests there may be no 'best' approach to explaining algorithmic decisions, and that reflection on their automated nature both implicates and mitigates justice dimensions.

cs.HC