This document discusses distraction and self-regulation in social machines. It summarizes that people now touch their devices over 2,600 times per day with 76 daily sessions on average. This constant connectivity poses a self-regulation challenge. The document then outlines the anti-distraction market that has emerged, providing examples of over 30 apps and tools that aim to reduce distraction by removing apps, providing usage statistics, or rewarding/punishing certain app usage. Finally, it proposes using self-regulation research to understand how to classify anti-distraction tools and predict their effects on user behavior.
15. The Design Space for Anti-Distraction
Tools
• Can we use self-regulation research to understand the design
space of anti-distraction tools, classify them, and predict their
effects?
16. (adapted from
Shea et al. 2014)
System 2
control
System 1
control
Reward
Expectanc
yDelay
Expected
value of
control
Metacognitive
representatio
ns
Metacognitive
representatio
ns
Competition
between
action
schemas
Effector
system
Action
Sensory
input
Usage information
Remove distractions
Reward/punishment