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Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory…
Technology designers often strive to design systems that are flexible enough to be used in a wide range of situations. Software engineers, in particular, are trained to seek general solutions to problems. General solutions can be used not…
The age of technology has created a huge market for smartphones and Apps usage and a new generation has been created based on knowledge sharing. Now knowledge has been made easily accessible by Apps but; are users even aware of the…
For graphical user interface (UI) design, it is important to understand what attracts visual attention. While previous work on saliency has focused on desktop and web-based UIs, mobile app UIs differ from these in several respects. We…
While companies increasingly rely on data, especially when it comes to targeted advertising, adapting content to users, selling data and training machine learning models, the collection of data raises privacy concerns. One way of collecting…
Deceptive patterns (DPs) are user interface designs deliberately crafted to manipulate users into unintended decisions, often by exploiting cognitive biases for the benefit of companies or services. While numerous studies have explored ways…
A novel head-mounted virtual immersive/interactive reality environment (VIRE) is utilized to evaluate the behaviour of participants in three pedestrian road crossing conditions while 1) not distracted, 2) distracted with a smartphone, and…
Both the general public and academic communities have raised concerns about sycophancy, the phenomenon of artificial intelligence (AI) excessively agreeing with or flattering users. Yet, beyond isolated media reports of severe consequences,…
Nowadays, mobile applications are essential tools for everyday life, providing users with anytime, anywhere access to up-to-date information, communication, and entertainment. Needless to say, hardware limitations and the diverse needs of…
Manipulative design in user interfaces (conceptualized as dark patterns) has emerged as a significant impediment to the ethical design of technology and a threat to user agency and freedom of choice. While previous research focused on…
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when…
Coordinated multi-display environments from the desktop, second-screen to gigapixel display walls are increasingly common. Personal and intimate mobile and wearable devices such as head-mounted displays, smartwatches, smartphones and…
Screen use pervades daily life, shaping work, leisure, and social connections while raising concerns for digital wellbeing. Yet, reducing screen time alone risks oversimplifying technology's role and neglecting its potential for meaningful…
Background: Software modelling is a creative yet challenging task. Modellers often find themselves lost in the process, from understanding the modelling problem to solving it with proper modelling strategies and modelling tools. Students…
This study investigates smartphone users perceptions of adopting and accepting Mobile Commerce (MC) based on users perceived adoption under the extended Technology Acceptance Model (TAM2) and Innovation Diffusion Theory (IDT) by providing…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
The widespread use of smartphones gives rise to new security and privacy concerns. Smartphone thefts account for the largest percentage of thefts in recent crime statistics. Using a victim's smartphone, the attacker can launch impersonation…
We present results from a longitudinal study of 34 iPh-one 3GS users, called LiveLab. LiveLab collected unprecedented usage data through an in-device, programmable logger and several structured interviews with the participants throughout…
Smartphone-based contact-tracing apps are a promising solution to help scale up the conventional contact-tracing process. However, low adoption rates have become a major issue that prevents these apps from achieving their full potential. In…
The increasing popularity of smart mobile phones and their powerful sensing capabilities have enabled the collection of rich contextual information and mobile phone usage records through the device logs. This paper formulates the problem of…