3191754
3191754
Additional Key Words and Phrases: Meaning; eudaimonia; habits; self-regulation; positive computing; persuasive design; uses &
gratifications; social media
ACM Reference Format:
Kai Lukoff, Cissy Yu, Julie Kientz, and Alexis Hiniker. 2018. What Makes Smartphone Use Meaningful or Meaningless? Proc. ACM
Interact. Mob. Wearable Ubiquitous Technol. 2, 1, Article 22 (March 2018), 26 pages. https://doi.org/10.1145/3191754
1 INTRODUCTION
Just as with keys and wallets, many people cannot leave home without their smartphones. Yet many
also express dissatisfaction with the time they spend attached to their phone [33,77]. Users wish they
could give up Twitter [74], hope to spend less time on Facebook in the coming year [62], and say that if
they could change one thing about the way they use their phone, it would be to cut back on the use of one
or more specific apps [24]. They install tools like Freedom, Forest, and RescueTime to block, limit, and
monitor access to selected apps. They read popular science books like Deep Work [54], Irresistible [1], and
The Distraction Addiction [57] that advise how to curb digital distractions. A few even join movements like
Time Well Spent [85], which seeks to take back control from “the technology hijacking our minds.” While
users adopt these technologies of their own volition, some report that these experiences lack meaning
and that they wish they could change their behavior.
Authors’ addresses: K. Lukoff, 428 Sieg Hall, Campus Box 352315, Seattle, WA 98195, USA; email: [email protected]; C. Yu, email:
[email protected]; J. Kientz, 428 Sieg Hall, Campus Box 352315, Seattle, WA 98195, USA; email: [email protected]; A. Hiniker, The
Information School, Box 352840, Mary Gates Hall, Ste 370, Seattle, WA 98195, USA; email: [email protected].
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided
that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on
the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit
is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or
a fee. Request permissions from [email protected].
2474-9567/2018/3-ART22 $15.00
Copyright is held by the owner/author(s). Publication rights licensed to Association for Computing Machinery.
https://doi.org/10.1145/3191754
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:2 • K. Lukoff et al.
Anxiety about new technology is at least 2000 years old. According to Plato, Socrates believed that the
technology of writing would erode memory and thereby Greek poetry and thinking [13]. In the 1990s,
personal computers prompted concerns about addictions to online pornography, gaming, and shopping.
In the 2000s, The BlackBerry, which popularized email on mobile devices, was nicknamed the
“CrackBerry” for its addictive nature [50]. So it is no surprise that today’s smartphones raise concerns too.
Supporting smartphone users who express dissatisfaction requires a nuanced understanding of when
and why users are dissatisfied. Understanding the usage patterns that leave people frustrated with their
own choices has the potential to help users shape the strategies they use to manage their usage behaviors.
It also has the potential to help designers avoid design patterns that satisfy short-term metrics (e.g., time
spent in the app) at the expense of long-term declines in user satisfaction.
To understand user dissatisfaction, one common approach is to examine which types of media use
leave people ‘feeling bad’. In studies of media use, this negative feeling is often measured in terms of
emotional valence [6,37,78]. This approach aligns with a hedonistic tradition that views subjective well-
being (and sometimes happiness too) in terms of affect balance: the presence of positive affect and
absence of negative affect [2]. Yet affect balance alone may not fully capture why people are dissatisfied
with aspects of their smartphone use [46].
Another way to study well-being is to follow the eudaimonic tradition, which focuses on living life with
a sense of fulfillment and meaning [17]. In this study, we focus on the construct of meaningfulness, a key
component of the eudaimonic conception of well-being. It is true that meaningfulness is positively related
to affect balance: most meaningful experiences also make us feel good. However, the two concepts still
differ in important ways [4,83]. For example, scrolling through pictures of adorable kittens might cheer
one up, but feel meaningless. Conversely, messaging one’s ex-girlfriend to apologize might be a sad
experience, but meaningful. In contrast to hedonic happiness, people associate meaningfulness with
giving rather than taking in relationships, enduring unpleasant experiences in pursuit of future goals, and
reflecting one’s ideal self [4].
The field of positive psychology made great progress in understanding how to cultivate happiness in
the hedonic sense, yet it is only more recently that scholarship has turned to the eudaimonic notion of
meaningfulness [4]. Similarly, in positive computing [12], valuable work has investigated happiness, often
drawing upon the sensing technologies advanced by affective computing [11], yet there seems to be less
emphasis on studying meaningfulness. This paper focuses on the construct of meaningfulness as a key
consideration when designing for human flourishing.
Using a Uses and Gratifications (U&G) perspective [65], we explored the meaning, or lack thereof, that
people derive from their smartphones through interviews with users and log data capturing their
experiences in the moment. We built a mobile app that logged app use and used the experience sampling
method (ESM) [16] to capture the behavior of 45 smartphone users for two weeks. We asked smartphone
users about their underlying motivation for phone use at the start of, during, and at the end of specific
instances of app use. Using qualitative data from these ESM prompts and from exit interviews, we
extracted themes about the gratifications users seek as they engage with their phones and the meaning
they draw from these experiences. We then corroborated users’ subjective descriptions of their
experiences through a quantitative analysis of 86,402 sessions of app use and the 9,318 sessions from
which we collected experience samples.
Participants reported that habitual use was typically less meaningful than intentional use. Habit-driven
experiences made users feel a loss of autonomy over their own behavior. Quantitative analysis of log data
was consistent with these themes, showing both that users turn to their phones out of habit and lose track
of their intentions and fall into habitual patterns of engagement with their phone. Participants further
said that they turn to their phones to escape from negative emotions and held mixed opinions about how
well such engagement served them. By examining habit, type of use, and meaning together, we provide
insights into why people choose to engage in behaviors they wish they could change.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:3
2 BACKGROUND
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:4 • K. Lukoff et al.
sought to support the design of such systems by gaining a better understanding of the user needs they
address.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:5
communication and passive consumption of social media should be seen as distinct types of use that offer
different gratifications.
We build on prior work by using a U&G perspective to examine the meaning that people derive from
smartphone use. We study what smartphone users want at two levels: at a high level, in terms of
instrumental and habitual motivations, and, at a more detailed level, in terms of five different types of use
(see Methods).
3 METHODS
We used mixed methods to collect both smartphone log data and multiple sources of qualitative data
about users’ experiences. 45 adults living in the United States installed an Android app that logged their
smartphone use and asked them questions about their experience. All participants completed an exit
survey, and 11 also participated in an exit interview.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:6 • K. Lukoff et al.
To capture a diverse set of apps, if an app was sampled, it was not sampled again until after 3 other
apps had been sampled. We were concerned that some messaging apps are checked so frequently (e.g.,
SnapChat) that they would crowd out samples from all other apps [9,72].
The study app prompted participants at one of three random timings: start, during, and end. Each
instance of app use was sampled at a single timing, not at all three, as we expected that the disruption of
our prompt would distort subsequent behavior so that any additional measurement of the same use
would be invalid. Although we never collected more than one sample for any particular instance of app
use, collecting a large number of samples would allow us to stitch together a picture of how user
motivations evolve from the start-to-middle-to-end of app use.
Start samples came at the launch of an app. During samples were requested at a random time between
15-120 seconds of use. If a participant closed an app before reaching that number of seconds, the study
app went back to the beginning of the sampling protocol. We therefore collected fewer samples during
app use than at the other timings. End samples were collected immediately after an app’s window was
closed, provided that the app was used for at least 15 seconds. We selected 15 seconds as the minimum
cutoff, as wanted participants to interact with an app before we questioned them about their experience.
We took guidance from prior literature that found 15 seconds to be the amount of time associated with at
least brief interaction with apps, whereas less time was associated with simply glancing at a device [3].
Again, if an end sample was selected but app use did not reach 15 seconds, the study app reverted to the
beginning of the sampling protocol. This also explains why we collected more samples at the start timing
than at the end timing. So as not to overburden participants, we waited for at least 30 minutes after
sending a prompt (regardless of whether or not it was answered) before sending another one.
We also measured affect as has been done in prior studies of social media use [6,37,78]. Although it
was not the focus of our study, we thought it might yield interesting comparisons against prior work.
Affective state was measured along the two dimensions of the circumplex model of affect [70]: valence (7-
point scale; negative to positive) and arousal (7-point scale; low energy to high energy).
U&G motivation asked whether the participant was using the app instrumentally (“To achieve a
specific goal”) or habitually (“To browse, explore, or pass the time”) as done in [25]. “Not sure” was also
an option.
Our U&G types (see Table 1) were based on prior literature and our own testing. Similar to Bessiere et
al. [8] and Chan [14], we included communication, information, and entertainment as types of use. We
adopted the distinction between active and passive social media use, reusing language from the study
instructions in [78]. In our typology, however, active social media use was subsumed under
communication. Our aim was for participants to include all communicative use under communication,
even if it occurred in apps that are not always regarded as “social media.” For example, chatting with
friends in mobile messaging apps (e.g., WhatsApp). Based on usage behavior in prior studies [9,81], we
added productivity as an additional type. “Not sure” was also included as an option. Although this paper
refers to types of use by their short name (e.g., communication), participants were always shown the full
name in the study app (e.g., communicating or interacting with other people), as listed in Table 1.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:7
Type of use
Examples
Short namea Full name
Productivity Getting things done or self- • Checking balance in a banking app
improvement • Logging a run in a MyFitnessPal
Information Getting information • Searching on Google
• Checking the forecast in a weather app
Communication Communicating or interacting • Liking or commenting on Facebook
with other people • Messaging with friends on SnapChat
Entertainment Entertainment • Watching videos on YouTube
• Playing games like Candy Crush
Social media Browsing social media • Scrolling through the newsfeed on Facebook
without interacting with other • Reading friends’ stories on SnapChat
people
Not sure Not sure Anything that doesn’t easily fit into one of the
other categories
a Short names are used in this paper, but participants always saw full names. Participants saw these examples in their training.
To assess our typology, we ran one test of validity and another of reliability. Key methods and results
are presented here; for a detailed explanation please see the supporting materials. To test validity, we
recruited 64 smartphone owners from Amazon Mechanical Turk. We asked participants to describe 3
recent app uses and categorize them according to our typology. In 5 instances, participants used “Not
sure” to classify app uses similar to “recording my gym sessions and bike rides” and “I used the
application called Memrise to self-teach some Japanese.” We therefore broadened productivity from
“Getting things done” to “Getting things done or self-improvement.” We chose not to create additional
types for a few other uses that participants reported difficulty categorizing, such as online shopping (2
cases), flashlight (2 cases), and taking photos (2 cases), as these were less common. We also created
examples that we shared with participants to help them distinguish between types of use (see Table 1).
To test reliability, we recruited 8 new participants from Amazon Mechanical Turk. Thirty cases of app
use were randomly selected from those generated by participants in the test of validity. Each participant
completed a 5-minute training for our revised typology (with examples) and then categorized the 30
cases. Light's Kappa, a measure of interrater reliability for fully crossed designs with more than two
raters [22,42], was 0.74 (where 0.6-0.8 can be interpreted as indicating substantial agreement [79]). The
same online training was later administered to participants who enrolled in the main study.
Meaningfulness was asked as, ‘‘How much do you feel like you have spent your time on something
meaningful?’’ (7-point scale; not at all meaningful – neutral - very meaningful). We did not further define
meaningfulness, as we wanted participants to interpret it as relevant to their own lives, as has been done
in previous research in positive psychology [4]. The same question was asked about Facebook use in [71],
in which answers were found to be highly similar to answers in response to alternate wordings “...wasted
your time?” and “...done something useful?” (Cronbach’s alpha = .91). This question was asked only at the
end timing, as we wanted to allow participants to complete their app use before reflecting upon its
meaningfulness.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:8 • K. Lukoff et al.
compare global intention for smartphone use against in-the-moment ESM reports of meaningfulness. We
surveyed global intention at the end of the study rather than the beginning because we did not want this
question to influence ESM reports. However, it should be noted that there may have been an effect in the
opposite direction: after the two-weeks of ESM prompts, participants may have gained greater awareness
and formed new intentions for phone use. The survey also inquired whether participants had experienced
technical difficulties using the study app.
4 RESULTS
We first present descriptive statistics for the ESM data to characterize the smartphone use of
participants. Participants used apps a total of 86,402 times over the two weeks of the study. We sampled
the experience of participants in 9,318 (10.8%) of app uses. The completed response rate was 86% and
the median time taken to answer a sample was 11 seconds. Participants received a mean of 13.3 prompts
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:9
per day (sd=6.3). Because we sampled only when a participant was using an app, more frequent
smartphone users received more prompts.
Table 2 shows a summary of these ESM samples. The majority of use was instrumental (60.5%) rather
than habitual (39.5%). Communication was the most common type of use (31.3%) and we excluded “Not
Sure” responses from further analysis.
Samples Adjusted
Percentage
Total app uses 86402 100%
Non-ESM 77084 89.2%
ESM 9318 10.8%
Timing
Start 4790 51.4%
During 1578 16.9%
End 2950 31.7%
U&G motivation
Instrumental 4573 60.5%
Habitual 2984 39.5%
Not sure 493 NA
U&G type
Productivity 930 12.4%
Information 1702 22.7%
Communication 2346 31.3%
Entertainment 1401 18.7%
Social media 1106 14.8%
Not sure 551 NA
The summary statistics for our affect and meaningfulness measures are shown in Table 3. There was a
positive bias in emotional valence ratings, which has also been found in prior studies [23].
Number Mean SD
Affect
Valence 8149 3.4 1.2
Arousal 8149 3.0 1.2
Meaningfulness 2230 3.0 1.4
We also examined whether participants reported using the same app in different ways, which was our
key motivation for developing a typology of smartphone uses and gratifications. Table 4 shows the results
for the 5 apps for which users answered the most ESM prompts. For each app, we list the total number of
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:10 • K. Lukoff et al.
samples and the percentage share by type of use, with the largest share in bold. For example, participants
used Chrome for information-seeking in 50% of samples, with the rest of use spread across
entertainment (20%), social media (11%), communication (10%), and productivity (9%). Among all 66
apps in our dataset with 20 or more samples, we found that the median of the largest share for a type of
use (e.g., information in the Chrome example) was 58%.
These results clearly show that people often use the same app for different types of uses &
gratifications. This would not be evident based on app store categories alone: for example, Gmail is listed
in Communication on Google Play, but in 39% of samples participants responded that their use was best
described as getting information. Snapchat is listed under Social, but in 66% of samples participants
reported that they were engaged in active communication rather than passive social media use. For
researchers who are interested in the different ways that apps are used or are considering adopting a
similar methodology, we anonymized and aggregated this part of the dataset and made it available in the
supporting materials.
Table 4: Top 5 most popular apps and the diverse ways in which they are used
In the exit survey, study participants shared two notable concerns about our experience sampling
protocol. Three participants expressed concern at receiving prompts while they were driving. In the
future, researchers who sample app use on smartphones should consider disabling prompts when people
are using navigation apps. One participant expressed frustration at prompts that occurred during
SnapChat use, when he had limited time to view a friend’s photo before it disappeared. In hindsight, we
would have more strongly emphasized to participants that they were free to dismiss prompts that came
at inopportune times.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:11
Because our definition of productivity was broad (“Getting things done or self-improvement”),
participants also reported productivity uses beyond the workplace:
A fitness app, that would be something productive, or something that had to do with organization,
like creating a to-do list, or, you know, keeping up with plans at work and writing down notes and
projects. I'd say that feels a lot more meaningful to me than just maybe going into an app and
scrolling through cute cat pictures. (P7)
It was common for participants to contrast productivity against other use cases such as social media: “I
have a Fitbit and then a calorie counter thing. Using both together I think is more meaningful and worth my
while than just looking at Facebook” (P6). Asking participants what they found meaningful helped reveal
what they found meaningless.
Active communication was also frequently regarded as meaningful regardless of which app store
category it fell under:
Probably the most meaningful task that I used my phone for was communicating or interacting
with other people. And that was irrespective of what kind of app I used, so if it was like Messenger
or Facebook or Snapchat, it didn’t matter what app I was using, or email. If I was using it to interact
with someone, I think I associated that usage of the phone more positively. (P3)
Of the apps mentioned in this quote, only Messenger is listed in the “Communication” category on Play
Store, whereas email apps are usually in either “Communication” or “Productivity,” and Facebook and
Snapchat are in “Social.” Other participants reported meaningful communication in apps that fall under
categories such as “Tools” (e.g., the dialer), “Music and Audio” (e.g., Spotify), and “Lifestyle” (e.g., Tinder).
Meaningful communication was not bounded by app store categories.
Participants saw interactions with close ties as especially meaningful:
I didn’t speak to my daughter for at least four or five days. I got my own apartment, I just moved
into this apartment where I’m at now, and she’s mad because I left. Then yesterday she finally
talked to me on Facebook, so that’s why I put a 6 [out of 7 for meaningfulness]. (P10)
When we asked participants what type of use they considered meaningful, it sometimes took them a few
moments to respond. Communication with family was often the answer these participants gave upon
reflection:
Meaningful... I mean other than maybe just calls with family or texting throughout the day, but yeah
I would say just generally... Yeah I'd say calls are probably the only really very meaningful thing
that I'd be doing, maybe emails with family news or updates like that. (P11)
We did not distinguish between communication with close and weak ties in our U&G types, but it appears
to relate to the meaningfulness of smartphone use.
Meaningless Experiences with Smartphones
Almost all participants singled out passive social media use when asked if they found any smartphone
use meaningless:
Oh yeah. Browsing social media. Going to Facebook just to browse and not doing anything else.
Going to Instagram just to browse. I think those are pretty much meaningless. (P3)
As in this quote, qualifier words like “just” and “kind of” were used almost every time that participants
described their social media use, in a way that downplayed the significance of their activity. This
contrasted with the more direct language used to describe more meaningful uses that was free of such
qualifiers.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:12 • K. Lukoff et al.
Several participants suggested that social media could be more meaningful if they engaged more
actively:
Social media has the potential to be meaningful, but the way that I often use it is meaningless, as a
way to just pass the time. I am not very active on social media, engaging with it. I am just a consumer
which feels less useful to me… not building meaningful connections. (P1)
P6 was similarly critical of the passive nature of his social media use, using words like “not do anything”
and “sitting there”:
I would just scroll through Facebook and not do anything. I was just kind of wasting time, sitting
there, looking at pictures and videos. Looking back on it, no, that really wasn’t meaningful
whatsoever... Maybe if I was actually going to be using Facebook or texting more or Snapchatting
more, it would be actually to interact with someone and speak with someone, so I have better
relationships with people, instead of just looking at pictures and not doing anything, interaction-
wise. (P6)
Similarly, in P7’s mind, what she called her “lurking” did not build relationships in the same way as “actual
interaction” (active communication in our types of use). P3 also regarded his present social media use as
mostly meaningless, but believed that it had potential to be more active and meaningful.
Entertainment was also sometimes cited as meaningless. “I wouldn't say any time spent on that app [the
Deep Town game] was meaningful, it's just a way to entertain myself mindlessly” (P11). Another participant
explained why he considered entertainment uses to be meaningless: “I just tended to gain more out of
using it as a tool rather than using it to pass the time or using it to do something that didn't have like an end
gain” (P3). As in this quote, participants often attributed meaningfulness to a lack of ‘productive’ output.
4.1.2 Experience Sampling Data
Next we investigated whether type of use affects meaningfulness in the experience sampling data. In
addition, based on prior literature, we examined how U&G motivation (instrumental versus habitual)
relates to meaningfulness.
Fig. 2 reveals a clear relationship between meaningfulness and type of use. Productivity, information,
and communication show higher ratings of meaningfulness than entertainment and social media. These
results are consistent with the interview data. Fig. 3 shows that meaningfulness is also strongly related to
U&G motivation. Habitual use is associated with less meaningful experience.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:13
Fig. 2. Meaningfulness vs. U&G type. Shows the mean and its 95% CI.
Entertainment and social media are related to a lower sense of meaningfulness .
Fig. 3. Meaningfulness vs. U&G motivation. Shows the mean and its 95% CI.
Habitual motivation is related to a lower sense of meaningfulness .
We performed a linear mixed effects analysis of the relationship between meaningfulness and our
explanatory variables (Table 5). As fixed effects, we entered U&G type, U&G motivation, and time of day.
Time of day was included because prior work suggests that people use their phone less purposefully later
in the day [25]. As a random effect, we included participant ID, so that intercept was allowed to vary by
participant. We used R and the lmerTest package [38] to run models with the REML estimation and test
for significance.
Relative to smartphone use for productivity, social media use decreased ratings of meaningfulness by
about 0.67 ± .12 (standard errors), holding other factors constant. Entertainment use led to a roughly
similar decline (0.56 ± .11) on the 7-point scale for meaningfulness, whereas information and
communication were not significantly different from productivity use. Using one’s phone habitually rather
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:14 • K. Lukoff et al.
than instrumentally reduced meaningfulness scores by about 0.68 ± .07. Coefficients for time of day were
mostly in the expected direction (with evening and night corresponding with less meaningful use), but
effect sizes were small and insignificant.
Source Estimate SE t P
Intercept 3.74 0.13 35.28 <.001
U&G Type (baseline = Productivity)
Information -.13 .10 -1.32 <.188
Communication -.09 .09 -.95 <.345
Entertainment -.56 .11 -5.06 <.001
Social media -.67 .12 -5.72 <.001
U&G Motivation (baseline = Instrumental)
Habitual -.68 .07 -9.47 <.001
Time of day (baseline = Morning (6am-12pm))
Afternoon (12-6pm) .08 .07 1.23 .218
Evening (6pm-12am) -.06 .07 -.91 .365
Night (12-6am) -.17 .11 -1.55 .121
Fig. 4. Desired frequency of use vs. U&G type (1 = far less often, 5 = far more often). Shows the mean and its 95% CI.
Letters (a, b, c, d) indicate pairs that are not significantly different from each other. For example, Productivity and Information are
both marked (a), so do not differ significantly. However, Productivity does differ significantly from all other U&G types (p < 0.01).
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:15
Ratings were mostly consistent with the ESM data, with productivity receiving the highest average
score and social media the lowest. One exception is that communication lay in the middle, with no
significant difference relative to entertainment (p = 0.07) and informational use (p = 0.32). Prior
literature and our interview data suggest that communication with close ties would have been rated
higher than interaction with weak ties, but our definition of communication as a type of use did not make
this distinction. On the whole, participants wanted to reduce usage behavior that was also associated with
a lack of meaningfulness in the ESM data.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:16 • K. Lukoff et al.
Because I kind of realized how glued I was. It's almost second instinct, you know? The minute you
are bored or don't have anything to do, you just turn to your phone, and I'd like to be able to get
out more and really live life. (P7)
Despite their best intentions, participants reported that because phone use habits had become so
ingrained, they were now “really hard” to change.
Lack of autonomy went hand-in-hand with a lack of meaning for participants. Again, P6 shared:
“Sometimes, I'll look at the videos, yeah, and they make me sad, so why would I even, why do I keep looking at
it? I don't know why I do, but I do.” One participant summed up this relationship, “Candy Crush is absolutely
addictive, and it's just absolutely useless” (P5). Other participants described cases of unconscious use as
“completely pointless” and “a waste of time.”
4.2.2 Experience Sampling Data
To check whether participants were “sucked into” meaningless use, we tested the relationship between
U&G motivation and the timing of the sample (Fig. 5). A chi-square test of independence revealed that the
relation between these variables was significant, 𝑋 2 (2, 7557) = 109.74, p <.001. The percentage share of
instrumental motivation declined from the start timing (65.6%) to the during timing (51.4%). There was
a slight increase in instrumental use from the during timing to the end timing (55.7%), which may be
because participants may have looked back upon an app use that started with instrumental motivation
and later changed to habitual motivation and concluded that, on the whole, it was still more instrumental.
At the start of app use, participants had a specific purpose in mind more often than during or at the end of
use.
Fig. 5. U&G motivation vs. timing. Instrumental motivation declines over the course of use, relative to habitual use.
We also examined whether the erosion of instrumental motivation differed between types of use. Fig. 6
shows the percent of instrumental use and the sample of the timing, for each type of use. First, we note
that different types of use had different baselines. Regardless of timing, productivity, information, and
communication use was far more likely to be instrumentally motivated than was entertainment and social
media.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:17
Fig. 6. Instrumental motivation vs. timing, by type of use. Compared to other types of use, entertainment and social media are less
likely to be instrumentally motivated to begin with and also show greater decline over the course of use.
In addition, change over time was different for the types of use. The absolute change in instrumental
motivation from the start to the end timing was: 0.0% for productivity, -4.0% for information, -6.0% for
communication, -7.9% for entertainment, and -9.8% for social media. For each of the five types of use, we
ran a logistic regression analysis with U&G motivation of use as the response variable and timing as the
explanatory variable. The decrease from the start to end of use was significant (p<.001) for
communication, entertainment, and social media, but not for productivity and information. This suggests
that when phone use was instrumentally motivated, type of use influenced how likely participants were to
switch to a habitual intention.
Our results also suggest two pathways between the U&G motivations and types associated with a loss
of autonomy. In interviews, participants reported mindlessly checking their phone “without even realizing
it.” This forms a habitual checking pathway in which habitual motivation leads to entertainment and social
media use. The erosion of motivation pathway reinforces the same relationship in the other direction. For
the entertainment and social media U&G types, participants were most likely to shift towards habitual
motivations later in the course of app use.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:18 • K. Lukoff et al.
stressed out because I just argued with a customer” (P10). Instead of enduring such undesirable states,
smartphones provided participants with an instant way to escape from almost any situation.
Participants turned to their smartphone for relief when they experienced low emotional valence: “I
mostly scroll through social media just to get through the day, like I'm bored so I scroll social media.
Otherwise, I don't think I scroll social media when I'm happy” (P3). Low valence states that participants said
prompted micro escapes included stress, frustration, annoyance, and being upset. One notable exception
to this theme was P8, who saw no relationship between his affective state and how he used his phone: “My
emotions have absolutely nothing to do with my phone unless I have to make a call that’s of importance.” On
the whole, however, participants believed that micro escapes were more common when they were in a
negative mood.
The relationship between smartphone escapism and arousal (energy level) was ambiguous. On the one
hand, participants reported using their phone to escape when they were upset, annoyed, and
overwhelmed, states that are associated with high arousal [70]. On the other hand, participants shared
that they often used their phone in this way when they were bored, fatigued, and tired, states linked to
low arousal [70]. Four participants observed that micro escapes grew more common as they got tired at
night.
Participants characterized smartphone use that was prompted by low valence or low arousal as lacking
in meaning and purpose:
When my mood or when my energy was lower, I tended to reach for my phone to perform tasks
that were very nonspecific or did not have any sort of value associated with them. I would either
get on Facebook and scroll through my feed or go to YouTube or any activity that had no purpose
associated with it other than to pass the time or to distract me from whatever was going on at the
moment. (P3)
Passive consumption was the main pattern of use at these times, as indicated by verbs such as “scrolling,”
“browsing,” “watching,” and “checking to pass the time.” Social media and entertainment were the types of
use that participants most often described as micro escapes. To escape, participants turned to passive
consumption that in-of-itself they reported was not very meaningful.
Do People Find Micro Escapes Helpful?
Participants held mixed opinions about whether smartphone micro escapes were a helpful response to
their negative states. Some participants felt that pulling out their phone helped them cope with certain
states (particularly negative emotions with high arousal), whereas others wished they did not do so as
often (especially when it replaced a work-related task). Our interview data cover only subjective
experience of an individual: what participants themselves viewed as useful (or not). However, we note
that objective outcomes (e.g., productivity) and the experience of third parties (i.e., other people affected
by an individual’s smartphone use) are also important to study.
Micro Escapes for Emotional Self-Regulation
P5 described the phone as a “great distraction tool” that reduced his anxiety: “It takes my mind off of it
so that I'm not worried about it, or bothered by it.” Four others also found the phone to be an effective tool
for emotional self-regulation. P10, who works in customer service, said, “I tried to help them out and they
cursed me out. I'll turn to my phone in order to just pretty much keep me calm and keep me sane pretty
much.” In cases where participants found micro escapes to be helpful, the emotions they addressed
tended to be low in valence, but high in arousal (e.g., upset, stress, frustration, annoyance, and anxiety
[70]). Five of participants reported that smartphone use helped them to cool down these ‘hot’ emotions.
Other participants felt that smartphone micro escapes were not beneficial, particularly when used to
escape low valence and low arousal states (e.g., boredom and fatigue). P6 wished that she did not use her
phone when she was bored at night, comparing it against other activities she considered more productive:
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:19
I definitely noticed that, as the night goes on and as it gets later, I’d look at Facebook more and
more. I think it’s just because I’m getting tired and bored, and it’s just a way to pass the time, when,
in reality, I could be actually doing stuff at my house and talking to someone in person and getting
things done… I feel like it’s a waste of time. (P6)
Like P6, P3 also turned to her phone for escape when she was bored or mentally taxed:
Why do I go on Facebook when I’m bored or I can’t write what I want? I don’t know… it would have
been to just disengage my brain from my task and then I think the ideal is to go back to it with a
fresh mind. But I don’t think going on Facebook actually accomplishes that. (P3)
P3 was at a loss to explain why she used her phone to escape when she knew it to be ineffective: “The
thing is like I never feel any better, but I still do it. It’s such a weird realization. Yeah, the phone usage does
not help the situation whatsoever, yet I still do it.” This habitual nature of use contrasted against the
aforementioned cases where participants described more consciously choosing to use their phone to
relieve negative emotions.
Micro Escapes in Social Situations
Four participants valued how smartphones helped them escape from social situations. For P2, who
described herself as a “sociable introvert” who sometimes needs “a little escape from the humans,” her
smartphone provided her with the means to do so: “It's not okay in our society to be like, ‘You guys are
exhausting. I'm just gonna stand over here for five minutes and take a deep breath, and then I'm gonna come
back to the party or the picnic or whatever.’” P3 similarly liked using his phone to escape from socializing
with relatives. Both participants appreciated that they could use their smartphone to escape while in
social settings, a form of use they viewed as socially acceptable.
P9 described how his phone helped him to cope with the stress of family life without having to leave
the kitchen: “You can't step outside for a minute each time it gets hectic, because it's always hectic with
three children. Again, I end up using [apps and games] to uplift myself and relax.” For P9, a micro escape
was a helpful emotional self-regulation strategy relative to physically removing himself from the setting.
We cannot say whether other family members share this opinion.
5 DISCUSSION
Our results reveal systematic ways in which habitual use, type of use, and feelings of meaning all move
together. We sought to better understand, first, which uses and gratifications are associated with
meaningless experiences, and, second, how these uses and gratifications change as the user engages with
an app. Our results show that both the motivation of use (i.e., whether a user picks up the device with
intention or out of habit), and the type of use they engage in (as defined by our U&G taxonomy) each
independently predict the meaning the user will derive from the experience. Our results also show that
habitual use leaves users feeling a lack of control over their own behavior and that these are patterns of
engagement that users would like to change.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:20 • K. Lukoff et al.
the value of U&G in this space and that an app-level analysis might miss distinctions specific to the type of
use. For example, while some prior work reports that Facebook use predicts declines in subjective well-
being [37], other work finds that Facebook use increases social capital and feelings of connectedness [19].
Our results suggest that these seemingly contradictory perspectives may both capture users’ experiences
accurately and that their differing conclusions may arise from distinctions in the type of use and the
gratifications users are seeking.
In addition to the type of use participants engaged in, the motivation behind app use also predicted
meaningfulness. Passively browsing social media or consuming entertainment was more meaningful
when it was a conscious choice on the part of the user and less meaningful when it was an instinctive
reflex. Prior work has shown that “Short-duration, Isolated, Reward-Based” (SIRB) phone use (such as
passive social media consumption) is associated with habit-driven phone use, and that these experiences
erode the user’s intentions [56]. Here, we show that using the phone to engage with SIRB activities and
habitually motivated use are each independently associated with less meaningful experiences. Each of
these factors independently contributes to a loss of meaning, over and above the contributions of the
other.
This is important from a design perspective, because participants reported that they are dissatisfied
with their engagement in meaningless activities. In theory, there might be no need for designers to
promote experiences that users find meaningful: if users felt good about engaging in habitual phone use
and the SIRB activities they characterize as meaningless, one might argue that these are scenarios to
support. But consistent with the construct of lagging resistance [5] and other prior work on SIRB
experiences [24,74], many of the participants in our study reported they would like to change this usage.
Prior work on SIRB activities shows that these experiences lead to checking habits and increased phone
use [56]. Here, we further show that these patterns of use predict meaningless experiences that
participants wish to reduce.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:21
that these escapes offered them lasting value in times of stress or anger. In these cases, users said that the
distraction of the phone allowed them escape from high-arousal feelings, which dissipated as they
engaged in phone activities. It was less clear that micro escapes to avoid boredom or tiredness offered the
same lasting value. This provides some suggestion that users may benefit from micro escapes to avoid
high-arousal situations but not low-arousal ones. But given that we only encountered this theme through
retrospective interviews, the extent to which we can make this claim is limited.
We believe that it would be valuable for future work to examine the lasting impact of micro escapes in
both high-arousal and low-arousal contexts. Does turning to Candy Crush in a moment of outrage make it
less likely that an individual will fire off an angry email? And does turning to Candy Crush at the end of an
exhausting day offer rejuvenation? Participants’ reflections suggest that micro escapes can help with the
first scenario but offer less assistance in the second. Future work to understand the consequences of
escaping in these various scenarios has the potential to offer concrete guidance to users about how they
might expect their phone activity to influence their well-being. For developers, it suggests that a general
population could benefit from smartphone experiences that detect high-arousal states and assist with
emotional self-regulation, as has previously been done with clinical populations [58].
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:22 • K. Lukoff et al.
purpose for visiting. Prior work in ubiquitous computing has shown that it is possible to detect or predict
when a user is likely to be using the phone mindlessly or problematically [25,77], suggesting that it may
be possible for an app to detect when it is and is not being used with intention. If intention is clear, an app
could dynamically change its interface to foreground that use case and background others. If a single
pattern of use is especially common, a developer may even consider “unbundling" it. For instance,
Facebook split off its instant messaging features into a separate Messenger app. If intention is unclear, an
app could provide the user with a pause to reflect, rather than defaulting to its most engaging content. For
example, when a user opens a new browser window, one could present top news stories or most
frequently visited sites, but The Momentum browser extension [87] asks, “What is your main focus for
today?”
Apps can also encourage users to move on when their original purpose is achieved. For example, when
a user reaches a clean email inbox in Gmail, it shows a blank screen with the message “You’re all done!
Please enjoy your day." By contrast, when a user finishes watching a video on YouTube or Netflix, they
start auto-playing the next video by default. Designing for a positive disengagement experience could
heighten a user’s autonomy and sense of meaning.
Lastly, smartphone users themselves can also take steps to retain control over their experience. Before
picking up their phone, they could form a clear intention for use. Mindfulness-based approaches may aid
users to observe and establish psychological distance from the internal triggers that prompt habitual use
[41]. Users can also architect the environment on their device to encourage single purpose use, for
instance by removing app icons from their home screen and instead accessing them via search [10,45].
Hiding cues that trigger habitual use could help people keep control and use their smartphone in more
meaningful ways [45].
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:23
6 CONCLUSION
In this study, we used a U&G perspective to examine how motivation (i.e., a specific intention or a general
habit) and type of use (e.g., information-seeking or communication) affect the meaning that a user derives
from phone use. We developed a typology of 5 different smartphone uses and gratifications and found that
users routinely used the same app for different purposes. Passively browsing social media and consuming
entertainment felt less meaningful to participants than other types of use. Using one’s phone out of habit—
for any type of use—also reduced meaning. Participants explained that they wanted to cut back on this
habitual use, which they associated with a lack of autonomy. Separately, some participants said that they
do not always seek meaning from their phone; sometimes they seek escape, which can offer lasting value
by distracting or calming them during high-arousal emotions (e.g., anger). Designers who seek to promote
experiences that users find meaningful can consider the types of use they promote, the extent to which they
erode users’ intentions, and how their designs are likely to promote or inhibit autonomy.
ACKNOWLEDGMENTS
Funding for this study was provided by the Intel Science & Technology Center on Pervasive Computing and
NSF grant #IIS-1553167. We thank Gary Hsieh, Tadayoshi Kohno, and Sean Munson for their assistance
with the study design; Philippe Verduyn for sharing his study protocol; David Ribes, Daniela Rosner, Sean
Munson, and Ulrik Lyngs for their feedback on draft versions; Xiaoyi Zhang for support in the development
of our Android app; IMWUT reviewers for their thoughtful feedback; and all of the study participants for
their responses.
REFERENCES
[1] Adam Alter. 2017. Irresistible: The Rise of Addictive Technology and the Business of Keeping Us Hooked. Penguin.
[2] Sam Altman. 2014. Value is created by doing. Retrieved from https://blog.samaltman.com/value-is-created-by-doing
[3] Nikola Banovic, Christina Brant, Jennifer Mankoff, and Anind K Dey. 2014. ProactiveTasks : the Short of Mobile Device Use
Sessions. Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services -
MobileHCI ’14: 243–252. https://doi.org/10.1145/2628363.2628380
[4] Roy F. Baumeister, Kathleen D. Vohs, Jennifer L. Aaker, and Emily N. Garbinsky. 2013. Some key differences between a happy
life and a meaningful life. Journal of Positive Psychology 8, 6: 505–516. https://doi.org/10.1080/17439760.2013.830764
[5] Eric P.S. Baumer, Phil Adams, Vera D. Khovanskaya, Tony C. Liao, Madeline E. Smith, Victoria Schwanda Sosik, and Kaiton
Williams. 2013. Limiting, leaving, and (re)lapsing. In Proceedings of the SIGCHI Conference on Human Factors in Computing
Systems - CHI ’13, 3257. https://doi.org/10.1145/2470654.2466446
[6] Joseph B Bayer, Nicole B Ellison, Sarita Y Schoenebeck, and Emily B Falk. 2016. Sharing the small moments: ephemeral social
interaction on Snapchat. Inf. Commun. Soc. 19, 7: 956–977.
[7] JT Behrens. 1997. Principles and procedures of exploratory data analysis. Psychological Methods 2: 131.
[8] Katherine Bessiere, Sara Kiesler, Robert Kraut, and Bonka S Boneva. 2008. Effects of Internet use and social resources on
changes in depression. Information, Community & Society 11, 1: 47–70.
[9] Matthias Böhmer, Brent Hecht, Johannes Schöning, Antonio Krüger, and Gernot Bauer. 2011. Falling Asleep with Angry Birds,
Facebook and Kindle: A Large Scale Study on Mobile Application Usage. In Proceedings of the 13th International Conference
on Human Computer Interaction with Mobile Devices and Services (MobileHCI ’11), 47–56.
[10] Bianca Bosker. 2016. The Binge Breaker. The Atlantic. Retrieved from
https://www.theatlantic.com/magazine/archive/2016/11/the-binge-breaker/501122/
[11] Rafael A Calvo, Karthik Dinakar, Rosalind Picard, and Pattie Maes. 2016. Computing in mental health. In Proceedings of the
2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, 3438–3445.
[12] Rafael A Calvo and Dorian Peters. 2014. Positive computing: technology for wellbeing and human potential. MIT Press.
[13] Nicholas Carr. 2011. The shallows: What the Internet is doing to our brains. WW Norton & Company.
[14] Michael Chan. 2015. Mobile phones and the good life: Examining the relationships among mobile use, social capital and
subjective well-being. New Media & Society 17, 1: 96–113.
[15] A. A. Cohen, M. R. Levy, and K. Golden. 1988. Children’s Uses and Gratifications of Home VCRs: Evolution or Revolution.
Communication Research 15, 6: 772–780. https://doi.org/10.1177/009365088015006006
[16] M Csikszentmihalyi and R Larson. 1987. Validity and reliability of the Experience-Sampling Method. J. Nerv. Ment. Dis. 175,
9: 526–536.
[17] Edward L. Deci and Richard M. Ryan. 2008. Hedonia, eudaimonia, and well-being: An introduction. Journal of Happiness
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:24 • K. Lukoff et al.
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
What Makes Smartphone Use Meaningful or Meaningless? • 22:25
https://doi.org/10.1145/3025453.3025767
[45] Ulrik Lyngs. 2018. A Cognitive Design Space for Supporting Self-Regulation of ICT Use. In CHI’18 Extended Abstracts on Human
Factors in Computing Systems (forthcoming).
[46] Ulrik Lyngs, Reuben Binns, Max van Kleek, and Nigel Shadbolt. 2018. “So, Tell Me What Users Want, What They Really, Really
Want!” In CHI’18 Extended Abstracts on Human Factors in Computing Systems (forthcoming).
[47] Kate Magsamen-Conrad, John Dowd, Mohammad Abuljadail, Saud Alsulaiman, and Adnan Shareefi. 2015. Life-Span
Differences in the Uses and Gratifications of Tablets: Implications for Older Adults. Computers in human behavior 52: 96–106.
https://doi.org/10.1016/j.chb.2015.05.024
[48] Abraham Maslow. 1965. Self-actualization and beyond.
[49] M. Mazmanian. 2012. Avoiding the trap of constant connectivity: When congruent frames allow for heterogeneous practices.
Academy of Management Journal. https://doi.org/10.5465/amj.2010.0787
[50] Melissa Mazmanian. 2010. Understanding the BlackBerry: Negotiating connectivity in the different organizational worlds.
Massachusetts Institute of Technology, Doctoral Dissertation.
[51] Sandra Metts, Susan Sprecher, William R Cupach, Barbara M Montgomery, and Steve Duck. 1991. Retrospective self-reports.
Studying interpersonal interaction: 162–178.
[52] Stacey Morrison and Ricardo Gomez. 2013. Pushback : The Growth of Expressions of Resistance to Constant Online
Connectivity Methods: A Literature Review on Pushback. 1–15. https://doi.org/10.9776/14008
[53] Stacey Morrison and Ricardo Gomez. 2014. Pushback: Expressions of resistance to the “evertime”of constant online
connectivity. First Monday 19, 8.
[54] Cal Newport. 2016. Deep work: Rules for focused success in a distracted world. Hachette UK.
[55] Will Oremus. 2016. Who Controls Your Facebook Feed. Slate. Retrieved from
http://www.slate.com/articles/technology/cover_story/2016/01/how_facebook_s_news_feed_algorithm_works.html
[56] Antti Oulasvirta, Tye Rattenbury, Lingyi Ma, and Eeva Raita. 2012. Habits make smartphone use more pervasive. Personal
and Ubiquitous Computing 16, 1: 105–114. https://doi.org/10.1007/s00779-011-0412-2
[57] Alex Soojung-Kim Pang. 2013. The distraction addiction: getting the information you need and the communication you want,
without enraging your family, annoying your colleagues, and …. Hachette UK.
[58] Laura Pina, Kael Rowan, Paul Johns, Asta Roseway, Gillian Hayes, and Mary Czerwinski. 2014. In Situ Cues for ADHD
Parenting Strategies Using Mobile Technology. Proceedings of the 8th International Conference on Pervasive Computing
Technologies for Healthcare. https://doi.org/10.4108/icst.pervasivehealth.2014.254958
[59] Laura Portwood-Stacer. 2013. Media refusal and conspicuous non-consumption: The performative and political dimensions
of Facebook abstention. New Media & Society 15, 7: 1041–1057.
[60] John Raacke and Jennifer Bonds-Raacke. 2008. MySpace and Facebook: applying the uses and gratifications theory to
exploring friend-networking sites. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on
behavior and society 11, 2: 169–74. https://doi.org/10.1089/cpb.2007.0056
[61] Ahmad Rahmati, Chad Tossell, Clayton Shepard, Philip Kortum, and Lin Zhong. 2012. Exploring iPhone Usage: The Influence
of Socioeconomic Differences on Smartphone Adoption, Usage and Usability. In Proceedings of the 14th International
Conference on Human-computer Interaction with Mobile Devices and Services (MobileHCI ’12), 11–20.
[62] Lee Rainie, Aaron Smith, and Maeve Duggan. 2013. Coming and going on Facebook. Pew Research Center’s Internet and
American Life Project.
[63] John Rooksby, Parvin Asadzadeh, Mattias Rost, Alistair Morrison, and Matthew Chalmers. 2016. Personal Tracking of Screen
Time on Digital Devices. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI ’16, 284–
296. https://doi.org/10.1145/2858036.2858055
[64] Larry D. Rosen, L. Mark Carrier, and Nancy A. Cheever. 2013. Facebook and texting made me do it: Media-induced task-
switching while studying. Computers in Human Behavior 29, 3: 948–958. https://doi.org/10.1016/j.chb.2012.12.001
[65] Alan M Rubin. 2009. Uses and gratifications. The SAGE handbook of media processes and effects.
[66] Alan M. Rubin. 1983. Television uses and gratifications: The interactions of viewing patterns and motivations. Journal of
Broadcasting 27, 1: 37–51. https://doi.org/10.1080/08838158309386471
[67] Alan M. Rubin. 1984. Ritualized and instrumental television viewing. Journal of Communication 34, 3: 67–77.
[68] Alan M. Rubin and Elizabeth M. Perse. 1987. Audience Activity and Soap Opera Involvement A Uses and Effects Investigation.
Human Communication Research 14, 2: 246–268. https://doi.org/10.1111/j.1468-2958.1987.tb00129.x
[69] Thomas E Ruggiero. 2009. Mass Communication and Society Uses and Gratifications Theory in the 21st Century. June 2014:
37–41. https://doi.org/10.1207/S15327825MCS0301
[70] James A Russell. 1980. A circumplex model of affect. J. Pers. Soc. Psychol. 39, 6: 1161.
[71] Christina Sagioglou and Tobias Greitemeyer. 2014. Facebook’s emotional consequences: Why Facebook causes a decrease in
mood and why people still use it. Comput. Human Behav. 35: 359–363.
[72] Alireza Sahami Shirazi, Niels Henze, Tilman Dingler, Martin Pielot, Dominik Weber, and Albrecht Schmidt. 2014. Large-scale
assessment of mobile notifications. Proceedings of the 32nd annual ACM conference on Human factors in computing systems -
CHI ’14: 3055–3064. https://doi.org/10.1145/2556288.2557189
[73] Mohammad Salehan and Arash Negahban. 2013. Social networking on smartphones: When mobile phones become addictive.
Computers in Human Behavior 29, 6: 2632–2639. https://doi.org/10.1016/j.chb.2013.07.003
[74] Sarita Yardi Schoenebeck. 2014. Giving up Twitter for Lent : How and Why We Take Breaks from Social Media. CHI 2014:
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.
22:26 • K. Lukoff et al.
773–782.
[75] Natasha Dow Schüll. 2012. Addiction by design: machine gambling in Las Vegas. https://doi.org/10.2307/j.ctt12f4d0
[76] W J Severin and J W Tankard. 1997. Cognitive Consistency and Mass Communication. Communication Theories: Origins,
Methods, and Uses in Mass Media: 159–177.
[77] Choonsung Shin and Anind K Dey. 2013. Automatically Detecting Problematic Use of Smartphones. In Proceedings of the 2013
ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp ’13), 335–344.
[78] Philippe Verduyn, David Seungjae Lee, Jiyoung Park, Holly Shablack, Ariana Orvell, Joseph Bayer, Oscar Ybarra, John Jonides,
and Ethan Kross. 2015. Passive Facebook usage undermines affective well-being: Experimental and longitudinal evidence. J.
Exp. Psychol. Gen. 144, 2: 480–488.
[79] Anthony J Viera and Joanne M Garrett. 2005. Understanding interobserver agreement: the kappa statistic. Fam. Med. 37, 5:
360–363.
[80] Robert A White. 1994. Audience interpretation of media: Emerging perspectives. Communication Research Trends 14, 3: 3–
36.
[81] Qiang Xu, Jeffrey Erman, Alexandre Gerber, Zhuoqing Mao, Jeffrey Pang, and Shobha Venkataraman. 2011. Identifying Diverse
Usage Behaviors of Smartphone Apps. In Proceedings of the 2011 ACM SIGCOMM Conference on Internet Measurement
Conference (IMC ’11), 329–344.
[82] Cissy Yu. Emotion-sampling. Emotion Sampling Study App. Retrieved from https://github.com/yucissy/Emotion-sampling
[83] S Zika, K journal of psychology, and 1992. 1992. On the relation between meaning in life and psychological well-being. Wiley
Online Library.
[84] Mark Zuckerberg. Untitled Post - January 11, 2018. Facebook. Retrieved from
https://www.facebook.com/zuck/posts/10104413015393571
[85] Time Well Spent. Time Well Spent. Retrieved from http://www.timewellspent.io
[86] Android 5.0 APIs | Android Developers. Retrieved from
https://developer.android.com/reference/android/app/usage/package-summary.html
[87] Momentum Browser Extension. Retrieved January 25, 2018 from https://momentumdash.com/
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, Vol. 2, No. 1, Article 22. Publication date: March 2018.