A Survey of Addictive Software Design
A Survey of Addictive Software Design
The average smartphone owner checks their phone more than 150 times per day. As of 2015, 62% of smartphone
users had used their phone to look up information about a health condition, while 57% had used their phone
to do online banking. Mobile platforms have become the dominant medium of human-computer interaction.
So how have these devices established themselves as our go to connection to the Internet?
The answer lies in addictive design. Software designers have become well versed in creating software
that captivates us at a primal level. In this article, we survey addictive software design strategies, their bases
in psychology, and their applications in popular software products. We offer a novel taxonomy to better
categorize these addictive design strategies. Additionally, we explore a study conducted at the California
Polytechnic State University at San Luis Obispo that illustrates the efficacy of one of the addictive design
strategies.
1 INTRODUCTION
As Software becomes an integral part of the human experience, Software designers compete for
the attention of users. This competition has prompted the emergence of several user retention
strategies that apply psychological principles to software design. In this paper, we will refer to
these strategies collectively as "addictive software design."
Before exploring addictive software design, we must define and outline topics that elucidate
the importance of the subject. Once we’ve established this importance, we will explore popular
addictive design strategies. After covering each of these strategies, we will examine the foundations
of those strategies in psychology. Then we will present successful applications of these strategies
in popular applications. Finally, we will offer our novel taxonomy to better categorize addictive
design strategies.
2 BACKGROUND
In this section, we will briefly define and outline topics related to addictive software design. These
definitions are meant to provide context for the addictive software design strategies in later sections.
2.2 Psychology
Psychology is the scientific study of how people behave, think and feel. As a science, psychology
applies the scientific method to study psychological phenomena. [18] Psychology is the field which
provides meaningful scientific explanations to addictive software design strategies.
limited display. However, only 3% of people who stopped at the extensive display purchased jam
while 30% of people who stopped at the limited display bought jam. [12] This is just one of many
studies that illustrates the power of limiting choices: while people may be attracted by a large
variety of options, they are more likely to act when given fewer choices.
3.6 Gamification
Closely tied to variable rewards, "gamification" is defined in the tech industry as the process of
using game mechanics to reward the completion of tasks. [22] Academically, "gamification" has
been defined as "a process of enhancing services with (motivational) affordances in order to invoke
gameful experiences and further behavioral outcomes." [14] Experts recommend implementing
rewards in small, frequent bits so that the user of an app feels a sense of achievement. They also
recommend "sharing loops" that integrate rewards with the users social network by allowing the
user to share their accomplishments. [22]
4 APPLICATIONS
This section will cover the applications of these addictive design strategies, particularly with regards
to some of the most popular mobile apps available. For reference, the four most downloaded iOS
apps of all time are (in order) Facebook, Facebook Messenger, Youtube, and Instagram. [6] Other
popular apps we’ll look at include Twitter, Uber (the driver version), and LinkedIn.
Fig. 1. An illustration of the use of addictive design strategies in popular phone apps
Facebook has pioneered another form of user investment through their ubiquity on other
platforms. Many sites and apps, such as Tinder, Farmville, and GroupMe, allow users to sign up
using their Facebook profiles. By making themselves the middle man between users and other apps,
Facebook has made it even more difficult for their users to leave.
4.6 Gamification
Uber has historically had issues with retaining drivers. Recently, to counter this retention issue, the
Uber app for drivers has been gamified. To keep drivers on the road for a longer period of time
each day, Uber sets arbitrary earnings goals that provide achievements when satisfied. They’ve also
started to queue up the next ride for drivers before they’ve even finished the one they’re currently
on. [19]
Gamification is exploited more subtly in other platforms. LinkedIn plots the number of people
who have viewed your profile alongside goals and suggestions about how to increase your visibility
to employers. Health apps, such as MyFitnessPal, set caloric and exercise goals based on your past
information. And Snapchat rewards users for "streaks," or days in a row that users have exchanged
Snaps. All of these examples gamify processes that are seemingly unrelated to games because
gamification taps into the human desire for achievement.
5 CATEGORIZATIONS
In this section, we will create novel categorizations for each the addictive design strategies we’ve
explored. These categorizations are intended to encompass every addictive design strategy presented
in this paper in addition to any addictive design strategies implemented by others in the future.
These categorizations are rooted in the psychological weaknesses each strategy takes advantage of.
5.1 Craving
Strategies that fall under the "Craving" category take advantage of the physical, chemical response
human beings have to desired types of stimuli. Most often the outcome of these strategies manifest
in the form of a dopamine rush. For example, intermittent variable rewards such as message
alerts and notifications give users a dopamine rush. [10] Similarly, gamified processes such as
achievements can give users a dopamine rush when they are completed. [19] When a user checks
their phone expecting a notification, alert, or achievement and they do not receive one, they are
illustrating a powerful desire for something, or a "craving." [16]
5.2 Obligation
Strategies that fall under the "Obligation" category take advantage of the human desire for comfort.
Human beings naturally seek stability and reassurance from other humans, and addictive design
strategies in this category satiate these needs. [10] For example, social reciprocity strategies maintain
and uphold existing social norms by validating friendships or inciting correspondence. Similarly,
user investment strategies hook users by getting them so used to a platform that leaving that
platform would entail leaving friends, family, and a familiar interface. When a user responds to a
message or follows back a friend, they are attempting to fulfill an act to which they feel morally
bound, or an "obligation." [16]
5.3 Deception
Strategies that fall under the "Deception" category take advantage of human gullibility. This typically
entails manipulating a user into doing something they wouldn’t normally want to do through the
design of an interface. For example, interfaces that utilize infinite scrolling subtly coerce users into
spending more time on an app than they intend to. Similarly, giving users an illusion of choice
in an app menu while severely constricting their actions to what you want them to do does not
always fulfill their desired goals with the app. Each of these strategies gives a mistaken impression
to the user, or "deceives" the user. [16]
6 FINAL REMARKS
The well known design strategies outlined in this paper are used by all of the most popular apps on
our phones. These software products don’t just dominate the market; they dominate our free time.
In the future, we anticipate new addictive design strategies to proliferate. Although the specific
nature of these strategies may vary, we expect the reason for their effectiveness to remain the same:
they take advantage of properties of human psychology. We hope that the categories outlined in
this paper increase public understanding of this underlying psychology. Furthermore, we hope this
understanding enables fun and responsible software design.
7 APPENDIX
7.1 Experiment: Facebook Scrolling
In this experiment, students were told to download two Google Chrome extensions (add ons to the
Google Chrome web browser). One of these extensions ("timeStats") was designed to measure the
time they spent on various websites. The other extension ("Stop Scrolling Facebook") was designed
to stop the user every 5 minutes to ask if they wanted to continue scrolling on Facebook. The
measure of users desire to spend time on Facebook was the difference between the time they spent
on Facebook in one week with the "Stop Scrolling Facebook" extension minus the time they spent
on Facebook in one week without the "Stop Scrolling Facebook" extension.
7.1.1 Procedure. Students were split into two even groups. The first group was instructed to
download both the "timeStats" and "Stop Scrolling Facebook" extensions, while the second group
was instructed to only download the "timeStats" extension. After one week, researchers reached
out to each group and instructed them on how to report their weekly Facebook activity. The results
from each group were recorded (measured to the nearest minute). At the same time, researchers
instructed the first group to uninstall the "Stop Scrolling Facebook" extension and instructed the
second group to install the "Stop Scrolling Facebook" extension. After one more week had passed,
researchers reached out again and recorded weekly Facebook activity from each group.
7.1.2 Results. Students spent an average of 10.5 minutes more per week on Facebook without
the "Stop Scrolling Facebook" extension than they did with that same extension. The median
difference between time spent on Facebook with the extension and without the extension was
9.0 minutes. These differences are significant as students spent an average of only 9.2 minutes on
Facebook with the extension vs spending 19.7 minutes on Facebook without the extension - more
than twice as long. Further, only 3 students spent more time on Facebook with the "Stop Scrolling
Facebook" extension; 21 students spent less time on Facebook with the extension.
7.1.3 Discussion. This experiment was limited by its restriction to tracking Facebook through a
browser. When speaking with the students, most admitted that the majority of their Facebook use
was conducted through Facebook’s mobile apps ("Facebook" and "Facebook Messenger"). However,
the difference between time spent on Facebook with and without the "Stop Scrolling Facebook"
extension installed is still notable. These results illustrate that users spend more time scrolling the
news feed on Facebook than they intend to.
7.1.4 Relevance. This experiment directly tests the efficacy of the "Infinite Scrolling" addictive
design strategy outlined in this survey. Its results support the idea that users are deceived into
spending more time on a platform with infinite scrolling.
bottomless scrolling is much more effective, they may just suggest that mobile devices are more
compelling mediums for media consumption. Further, the vetting of test subjects (by which we
required subjects to be Reddit users with access to both versions of Reddit) severely limited our
sample size to a group of 7 people, which is not statistically significant.
7.2.4 Relevance. This experiment is also meant to test the effectiveness of the "Infinite Scrolling"
addictive design strategy. As mentioned in the discussion, its results indicate that either infinite
scrolling is effective at increasing time spent on an application, users spend more time during
sessions on their phone, or some combination of both.
ACKNOWLEDGMENTS
First and foremost, thanks to Dr Clark Savage Turner for introducing the author to academic
papers, to LaTeX, and to the idea of writing a survey as a senior project. Thanks to Jenna Provazek,
Hanna Yoo, Siddhant Kahal, Thuy Tien and Pankti Gandhi for their contributions to the "Facebook
Scrolling" and "Reddit Pagination" experiments. Thanks to Fred Abler for his inspiring insight into
addictive technologies in his "User-Centered Interface Design and Development" class. And finally,
thanks to Dr Franz Kurfess for the helpful material taught in his "Human-Computer Interaction
Theory & Design" class and the opportunity to explore addictive design concepts in greater depth.
REFERENCES
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key points of Internet Addiction.
[2] Bianca Bosker. 2016. The Binge Breaker. (2016). This article by the Atlantic covers Tristan Harris’ battle against
addictive software.
[3] Jill North Brian Wansink, James E. Painter. 2005. Bottomless Bowls: Why Visual Cues of Portion Size May Influence
Intake. (2005). This study published in the PubMed journal explores why humans will consume more when they can’t
accurately gauge portion sizes.
[4] John M. Carroll. 2017. Human Computer Interaction - Brief Intro. (2017). This site gives a formal definition of human
computer interaction and its history.
[5] Andreas Diekmann. 2004. The Power of Reciprocity. (2004). This study explores social reciprocity in the context of
game theory, and covers a bit of reciprocity’s academic history.
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[7] Robert Epstein. 2016. Google Is the World’s Biggest Censor. (2016). This US News article highlights the power Google
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[8] Nir Eyal. 2012. Want To Hook Your Users? Drive Them Crazy. (2012). This TechCrunch blog post covers some
software design strategies outlined in Eyal’s book more concisely.
[9] Nir Eyal. 2014. Hooked: How to Build Habit-Forming Products. (2014). This book by Nir Eyal covers some key
addictive design methods.
[10] Tristan Harris. 2016. How Technology Hijacks People’s Minds. (2016). This essay by Tristan Harris explores how
software exploits human nature.
[11] Robert Hoekman and Jared Spool. 2009. Web Anatomy: Interaction Design Frameworks That Work. (2009). This book
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[12] Sheena S. Iyengar and Mark R. Lepper. 2000. When Choice is Demotivating: Can One Desire Too Much of a Good
Thing? (2000). This paper explores the drawbacks of excessive choices.
[13] Nathan Johnson. 2012. How does Facebook achieve infinite scrolling? (2012). This Stack Overflow answer describes
some of the technical aspects of infinite scrolling as well as where it came from.
[14] Harri Sarsa Juho Hamari, Jonna Koivisto. 2014. Does Gamification Work? A Literature Review of Empirical Studies on
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[15] Dan Ariely Michael I. Norton, Daniel Mochon. 2011. The IKEA Effect: When Labor Leads to Love. (2011). This
Harvard Business paper explores the Ikea effect and its business implications.
[16] N/A. 2017. Dictionary.com. (2017). This site is the source of many widely accepted definitions found throughout this
paper.
[17] J. Odell. 2011. Once Facebook launches timeline, you’ll never want to leave. (2011). This news article covers some of
the features of Facebook Timelines shortly after it was released.
[18] University of Queensland. 2017. What is Psychology? (2017). This web page defines psychology and explores how it
is studied and researched across the world in academic environments.
[19] Noam Scheiber. 2017. How Uber Uses Psychological Tricks to Push Its’ Drivers Buttons. (2017). This NY Times article
covers the gamification of Uber from the drivers perspective.
[20] Honey Singh. 2017. Top 250 list of twitter clones sites. (2017). This blog post counts 250 websites with similar
functionality as Twitter.
[21] Greg Sterling. 2016. Nearly 85 percent of smartphone app time concentrated in top five apps. (2016). This article
covers reports that found users spend 85% of their time on their phone using their top five apps.
[22] Rahul Varshneya. 2014. 6 Techniques to Effectively Gamify a Mobile App. (2014). This blog post outlines gamification
methods for app developers.