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Designing for Digital Wellbeing: A Research & Practice Agenda

Published: 02 May 2019 Publication History

Abstract

Traditionally, many consumer-focused technologies have been designed to maximize user engagement with their products and services. More recently, many technology companies have begun to introduce digital wellbeing features, such as for managing time spent and for encouraging breaks in use. These are in the context of, and likely in response to, renewed concerns in the media about technology dependency and even addiction. The promotion of technology abstinence is also increasingly widespread, e.g., via digital detoxes. Given that digital technologies are an important and valuable feature of many people's lives, digital wellbeing features are arguably preferable to abstinence. However, how these are defined and designed is something that needs to be explored further. In this one-day workshop we welcome both industry and academic participants to discuss what digital wellbeing means, who is responsible for it, and whether and how we should design for it going forward.

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  1. Designing for Digital Wellbeing: A Research & Practice Agenda

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    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 02 May 2019

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    Author Tags

    1. addiction
    2. digital wellbeing
    3. meaningful interaction
    4. user engagement

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    • (2024)ICT under Constraint: Exposing Tensions in Collaboratively Prioritising ICT Innovation for Climate TargetsACM Journal on Responsible Computing10.1145/36482341:2(1-21)Online publication date: 11-Mar-2024
    • (2024)With or Without Permission: Site-Specific Augmented Reality for Social JusticeExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3636283(1-7)Online publication date: 11-May-2024
    • (2024)“You Can Find a Part of my Life in Every Single App”: An Interview Study of What Makes Smartphone Applications Special to Their UsersProceedings of the CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642820(1-16)Online publication date: 11-May-2024
    • (2024)Professional Digital Well-Being: An In Situ Investigation into the Impact of Using Screen Time Regulation at WorkHCI in Business, Government and Organizations10.1007/978-3-031-61315-9_21(302-313)Online publication date: 29-Jun-2024
    • (2024)Switching Off to Switch On: An Ontological Inquiry into the Many Facets of Digital Well-BeingDigital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management10.1007/978-3-031-61063-9_10(153-162)Online publication date: 1-Jun-2024
    • (2024)It’s Time for Some Me-Time: An Analysis of the Psychological Effects of a Six-Day-Period of Smartphone SeparationAdvances in Information and Communication10.1007/978-3-031-53960-2_43(656-670)Online publication date: 21-Mar-2024
    • (2023)Digital Wellbeing in the Workplace EnvironmentPerspectives on Workplace Communication and Well-Being in Hybrid Work Environments10.4018/978-1-6684-7353-5.ch001(1-15)Online publication date: 8-May-2023
    • (2023)Visualizing the Complexity of Children’s Digital Well-Being in South Korea: A Systems Thinking Approach Based on the Systematic Literature ReviewsArchives of Design Research10.15187/adr.2023.08.36.3.736:3(7-25)Online publication date: 31-Aug-2023
    • (2023)Designing for Digital Wellbeing: From Theory to Practice a Scoping ReviewHuman Behavior and Emerging Technologies10.1155/2023/99240292023(1-24)Online publication date: 2-Aug-2023
    • (2023)Let Kids Wonder, Question and Make Mistakes: How the Designers of Children’s Technology Think about Child Well-beingProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589371(310-321)Online publication date: 19-Jun-2023
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