1,720,978 research outputs found

    Patterns of multi-device use with the smartphone a video-ethnographic study of young adults’ multi-device use with smartphones in naturally occurring contexts

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    Using multiple devices at the same time is becoming increasingly common in the daily lives of users, be it for work or for leisure. This paper presents in situ qualitative and quantitative evidence of multi-device use from a dataset of over 200h of first-person and interview recordings (n = 41). We discuss three different ‘patterns’ of multi device use (work, leisure, mixed use) and illustrate the user experience in detail with three participant journeys. We find that the smartphone was always ‘in the mix’; we did not observe multi-device use without the smartphone, or isolated use of other devices. Overall, we suggest that looking at transitions between activities users engage in rather than devices they use is more effective to understand multi-device use. Based on this analysis, we highlight issues around the patterns and experiences of multi-device use in everyday life and provide recommendations for design and further research

    The Second Wave of Attention Economics. Attention as a Universal Symbolic Currency on Social Media and Beyond

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    Since the advent of social media, capturing and holding the attention of people has become paramount for the success of products, political messages, and even research. The economics of attention is often seen as part of the market economy. We argue that a larger societal transformation is underway, which will see attention become the defining currency that moves individuals, exchanges, and many other elements of society. This paper connects the attention economy to the institutional foundations of modernity. It then discusses how attention can be accumulated and exchanged like a currency and proposes a dual-stream model distinguishing between calcified and flow attention. Based on this model, we investigate recent developments facilitating the use of attention as a currency, and their potential impact on our daily lives more generally. We conclude by providing an outlook and concrete questions for future research to understand where the economics of attention economy is heading

    The second wave of attention economics attention as a universal symbolic currency on social media and beyond

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    Since the advent of social media, capturing and holding the attention of people has become paramount for the success of products, political messages and even research. The economics of attention is often seen as part of the market economy. We argue that a larger societal transformation is underway, which will see attention become the defining currency that moves individuals, exchanges, and many other elements of society. This paper connects the attention economy to the institutional foundations of modernity. It then discusses how attention can be accumulated and exchanged like a currency and proposes a dual-stream model distinguishing between calcified and flow attention. Based on this model, we investigate recent developments facilitating the use of attention as a currency, and their potential impact on our daily lives more generally. We conclude by providing an outlook and concrete questions for future research to understand where the economics of attention economy is heading

    Patterns of multi-device use with the smartphone. A video-ethnographic study of young adults’ multi-device use with smartphones in naturally occurring contexts

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    Using multiple devices at the same time is becoming increasingly common in the daily lives of users, be it for work or for leisure. This paper presents in situ qualitative and quantitative evidence of multi-device use from a dataset of over 200h of first-person and interview recordings (n = 41). We discuss three different ‘patterns’ of multi device use (work, leisure, mixed use) and illustrate the user experience in detail with three participant journeys. We find that the smartphone was always ‘in the mix’; we did not observe multi-device use without the smartphone, or isolated use of other devices. Overall, we suggest that looking at transitions between activities users engage in rather than devices they use is more effective to understand multi-device use. Based on this analysis, we highlight issues around the patterns and experiences of multi-device use in everyday life and provide recommendations for design and further research

    When the phone's away, people use their computer to play: distance to the smartphone reduces device usage but not overall distraction and task fragmentation during work

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    The smartphone helps workers balance the demands of their professional and personal lives but can also be a distraction, affecting productivity, wellbeing, and work-life balance. Drawing from insights on the impact of physical environments on object engagement, this study examines how the distance between the smartphone and the user influences interactions in work contexts. Participants (N=22) engaged in two 5h knowledge work sessions on the computer, with the smartphone placed outside their immediate reach during one session. Results show that limited smartphone accessibility led to reduced smartphone use, but participants shifted non-work activities to the computer and the time they spent on work and leisure activities overall remained unchanged. These findings suggest that discussions on smartphone disruptiveness in work contexts should consider the specific activities performed, challenging narratives of 'smartphone addiction' and 'smartphone overuse' as the cause of increased disruptions and lowered work productivity

    Netiquette as Digital Social Norms

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    Human interactions are guided by rules, guidelines, and social norms—a tacit understanding of what is adequate in a given context. With interactions being increasingly digitally mediated, understanding how behavior is regulated in these environments becomes imperative. In this paper, we provide an overview of the literature on netiquette and how usage of the term devel- oped over time. We then present findings from five exploratory focus groups, discussing general characteristics of netiquette, how users acquire and adapt netiquette, as well as the social dynam- ics associated with netiquette. Findings suggest that netiquette dynamically interacts with social, psychological, and environmental factors. We thus propose integrating the netiquette literature with research on social norms and conceptualize netiquette as digital social norms. The paper identifies five areas for further research that will deepen our understanding of how netiquette evolves, how it is perceived by users, and how it impacts their everyday experiences

    Exploring user perceptions of peak experience in extended reality user experiences in immersive and augmented spaces: a case study of the Jadu Web3 Community

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    Extended reality holds the potential to alter human experiences. This project explores user perceptions of peak experience (PE), a state of self-actualization and fulfillment, within augmented spaces and the potential role it can play for designers and developers to effectively engage immersive World Wide Web (Web3) communities. Semi-structured interviews, including an interactive experience stimulus, with key stakeholders in the Web3 space (staff from global immersive technology entities, brand collaborators, and community members, n = 15) were conducted. The findings reveal rich opportunities for users to experience surprise, delight, and a sense of connection and belonging in these spaces. They further suggest the potential to reshape and extend current user experiences by moving the focus of design toward crafting PEs. This holds great value for users to achieve a fuller sense of self-actualization and for content creators to connect to their communities in more meaningful ways

    Why are smartphones disruptive? An empirical study of smartphone use in real-life contexts

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    Notifications are one of the core functionalities of smartphones. Previous research suggests they can be a major disruption to the professional and private lives of users. This paper presents evidence from a mixed-methods study using first-person wearable video cameras, comprising 200 h of audio-visual first-person, and self-confrontation interview footage with 1130 unique smartphone interactions (N = 37 users), to situate and analyse the disruptiveness of notifications in real-world contexts. We show how smartphone interactions are driven by a complex set of routines and habits users develop over time. We furthermore observe that while the duration of interactions varies, the intervals between interactions remain largely invariant across different activity and location contexts, and for being alone or in the company of others. Importantly, we find that 89% of smartphone interactions are initiated by users, not by notifications. Overall this suggests that the disruptiveness of smartphones is rooted within learned user behaviours, not devices

    Towards a taxonomy for assessing and classifying the needs of curly hair: A mixed method, ethnographic and quantitative data study

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    Hair defined as curly has an elliptical cross sectional area and unique 3D form. While the chemical, morphological and mechanical characteristics of such hair are being explored using a range of analytical techniques, hair assembly (head of hair) characteristics and individual behaviour are difficult to determine via tress-based instrumental and sensory testing. Since the demand for more efficacious and personalized products is expected to gain pace, this project sets the groundwork for developing a taxonomy for exploring and classifying curly hair needs from an individual's perspective. A mixed-method exploratory sequential design was used to gather information from people with curly hair starting with a novel in the field of cosmetics qualitative research method, Subjective Evidence-Based Ethnography (SEBE) (n = 14) and followed by an online survey (n = 212). The SEBE data analysis identified four common hair goals (aesthetic, haptic, practical and emotive) and a group of perceptions related to hair management routines. The survey explored the relationship of these hair goals with hair perceptions, hair esteem, hair characteristics and demographic variables. The findings suggest that hair goals and perceptions are stronger predictors of hair esteem than other characteristics such as hair length or curl type. Hence, a taxonomy for classifying curly hair should facilitate the development of more appropriate products, and product testing methods should incorporate such personal information in addition to objective fibre and hair assembly data. The focus of this study is on curly hair due to the lack of established methods for its objective evaluation and the personal challenges faced by people with curly and textured hair; however, the approach could be adopted to include straighter hair types

    Making sense of nonsense: a qualitative study on how low-quality content serves Generation Z’s media needs

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    Brainrot refers to low-quality content saturating digital spaces and the cognitive deterioration resulting from consuming it. Through semi-structured interviews with 24 participants aged 13-26, this study examines the functions that brainrot serves for Gen Z. Users report that brainrot facilitates aesthetic experience through deliberate absurdity, enables resistance to attention economy exploitation, supports generational in-group formation, and provides escapism from digital oversaturation. Importantly, the findings suggest that social media infrastructure, coupled with the spread of GenAI tools, induce mental states of brainrot which precede and shape content creation, rather than consumption of brainrot content causing cognitive decline. Gen Z uses brainrot as a subversive strategy to reclaim agency within oversaturated media environments, challenging deficit-based framings of digital youth culture. This study therefore introduces the concept of anti-gratification - a previously untheorized media need where users actively seek content that rejects productivity and meaning-making
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