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Changing Computer-Usage Behaviors: What Users Want, Use, and Experience

Published: 07 September 2021 Publication History

Abstract

Computer-related behavior change is helpful for well-being. We conducted a survey to investigate three research questions and further inform the design of computer-related behavior change applications. RQ1: What do people want to change and why/how? RQ2: What applications do people use or have used, why do they work or not, and what additional support is desired? RQ3: What are helpful/unhelpful computer breaks and why? Our survey had 68 participants and three key findings. First, time management is a primary concern, but emotional and physical side-effects are also important. Second, site blockers, self-trackers, and timers are commonly used, but they are ineffective as they are easy-to-ignore and not personalized. Third, away-from-computer breaks, especially involving physical activity, are helpful, whereas on-screen breaks are unhelpful, especially when they are long, because they are not refreshing. We recommend personalized and closed-loop computer-usage behavior change support and especially encouraging off-the-computer computer breaks.

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Cited By

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  • (2024)BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments (Preprint)JMIR Serious Games10.2196/62778Online publication date: 31-May-2024

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cover image ACM Conferences
Asian CHI '21: Proceedings of the Asian CHI Symposium 2021
May 2021
228 pages
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 ACM 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]

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Published: 07 September 2021

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Author Tags

  1. behavior change
  2. computer usage
  3. intervention
  4. need-finding
  5. personalization
  6. user survey

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  • (2024)BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments (Preprint)JMIR Serious Games10.2196/62778Online publication date: 31-May-2024

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