Review Article

Designing for Digital Wellbeing: From Theory to Practice a Scoping Review

Table 6

A list of software-assisted interventions developed by the corresponding teams of the reviewed papers.

StudyIntervention/typePurposeCollected measures for evaluationDurationPrepost assessment

[35] Roffarello and Russis (2019)Socialize/applicationPromoting conscious use to enhance users’ DWB, through tracking features, and phones and apps interventions such as rewards and notification blocker(i) Problematic use (using smartphone addiction scale (SAS-SV)
(ii) Self-regulation scale
(iii) Usage time (logs)
1 week before
2 weeks after
Yes

[104] Roffarello and Russis (2021)To evaluate changes in habits after using socializeConduct habits characterization for 1 week (collecting users logs by socializing)
Conduct an in-the-wild study after activating “just-in-time” reminders using socialize for 21-113 days to measure
(i) Time spent on meaningless habits (TSMH)
(ii) Time spent on context (TSC)
1 week before
3-16 weeks after
Yes

[50] Cho et al. (2021)Finesse/adaptive mobile systemTo identify social media features that cause regretful usage for usersUsing the experience sampling method (ESM) with
Feature-level tracking system where users are prompted with messages to:
(i) Evaluate social media features after using them
1 weekNo
Users were interviewed later to explain reasons for regretful usage1 hr

[41] Purohit et al. (2020)NUDGE/browser extensiona nudge for decreasing social media usageUses techniques such as hiding notifications, switching off social-media website, making slider hard to drag when a website is used frequently to minimize social media usage, followed by survey evaluating liked and disliked features of nudge2 daysNo

[80] Purohit and Holzer (2021)Soft nudge for mindful scrolling in social mediaRecording timestamps for log in and out recorded in CSV files1 weekYes
Collect CSV files when turned on the feedback nudge intervention with temporary visual feedback combined with a potent nudge moment (during scrolling) and repeat every 1 min1 week

[43] Neznaradko and Demkiv (2021)Actuflow/applicationSmartphone usage control (by adding goals with every unlock of the smartphone to minimize screen time and distraction)Success of application was measured by the number of downloads and positive feedback providedNot reportedNo

[105] Alhalafawy et al. (2021)AMSS/mobile application with adaptive system
AMSS: adaptive mobile scaffolding system
Provide a mobile application with an adaptive system to different cognitive styles of users (students)Evaluated the impact of a unified system versus and adaptive system on the users’ well-being through a developed DWB scale, with the following components:
(i) Autonomy
(ii) Environmental mastery
(iii) Personal growth
(iv) Positive relations with other
(v) Purpose life
(vi) Self- acceptance
Not reportedNo

[106] Weber et al. (2019)Annotif/adaptive mobile system (server and web-based)Minimize interruptions by providing a privacy-aware notification system where users classify their own received notification based on urgency and importanceInterruption and productivity1 weekNo

[78] Parks et al. (2020)Happify/mobile applicationTo improve subjective well-being for individuals with chronic conditions through games and activities based on positive psychologyLife satisfaction (6 items)
Positive emotions (3 items)
6 weeksYes

[79] Vereenooghe and Westermann (2019)“Pudelwohl”/haptic feedbackImprove SWB for people with intellectual disabilitiesWell-being index—intellectual disability (PWI-ID)4 weeksYes

[39] Alutaybi et al. (2020)FoMO_R/bookletEducation booklet for FoMO reduction strategiesSurvey for users to evaluate FoMO_R:
(i) Usefulness
(ii) Coverage
(iii) Coherence
(iv) Clarity
E-therapy attitudes and process questionnaire (e-TAP) (16 items) to measure the intention to use the FoMO-R
10 daysYes

[70] Alblwi et al. (2020)D-Crastinate/bookletLearning booklet with procrastination types, rewards, tools, and countermeasures(i) The e-therapy attitudes and process questionnaire (e-TAP), to measure acceptance and willingness to continue the process of behaviour change1 weekNo

[107] Blake et al. (2021)Powers study/digital support packageProvide advice on WB and DWB such as self-care techniques, physical activity, eating habits, sleep strategies, self-compassion and mindfulness, and meditation. In addition to microboundary (email management), notifications and awareness cues (disable online status)Assessment for e-package on:
(i) User experience
(ii) Content relevance
(iii) Utility and accessibility
Not reportedNo

[75] Bell et al. (2020)Pause board/haptic feedbackKeyboard that increases resistance gradually with time to encourage taking breaksAssessment for the usability of the device by the two groups who used it in different configurations
Group 1: stepped increase = gradual
Group 2: binary = min to max
Not reportedNo

[51] Allers et al. (2021)Serious game/mobile applicationMobile application with animals as the main characters with the aim of teaching preschool children topics related to cybersecurity, by using components of poem (educate), quiz (for parents to follow-up), and game (educate on taking action)Topics of focus in the application: Cyberbullying, screen time, online disinhibition, online security, and privacy
Experts evaluated the application on clarity & simplicity (goals), feedback and rewards, interface appropriateness, material appropriateness, method of representing material
Followed by interview for explanation
Not reportedNo

[46] Rofarrello and Russis (2022)Facebook-investment/browser extensionA compatible extension with contemporary browsers (i.e. Google Chrome, Firefox/Microsoft Edge) that gradually removes the presence of social investment (i.e., likes, comments, followers) from social media platforms such as YouTube and Facebook until it is completely removed.Measures the impact of removed social investments from Facebook on users’ timestamp, duration, number of scrolls, and number of keystrokes performed by the users
Passive and active Facebook use measure (PAUM) [108]
Multidimensional Facebook intensity scale (MFIS) [109]
3 weeksYes

[110] Zhu et al. (2022)Jump and jump/Mobile casual game with three built-in interventionBuilt-in interventions in a casual mobile game to remind users to take a break, in three versions: In-game direct intervention, postgame direct intervention, in-game embedded interventionQualitative data: a 30-minute semi-structured interview with all participants with open-ended questions on game experience and playing behaviour
Quantitative data:
general game experience using the core module [Ijsselsteijn et al., 2008] and postgame module [Ijsselsteijn et al., 2013], on a 5-point Likert scale, time spent, participants’ decision of whether or not to take a break when encountering an intervention. To measure the effectiveness of the intervention
4 daysNo

[111] Zhang et al. (2022)Chirp twitter client/Mobile applicationA mobile application with two external features (time limit dialog, usage stats page) and four internal features (reading progress indicator, feed filter, recommended tweet blocker, custom list) to support user’s sense of agency(i) Usage data via automated logs
(ii) Experience data via in situ user feedback collected by experience sampling method (ESM) pop-up questionnaire on a 5-point Likert scale (sample question: how much did you feel in or out of control? 1(less in control), 5 (more in control))
(iii) Contextual and self-reflection data via weekly surveys and exit interview
4 weeksNo

[112] Terzimehić et al. (2022)Mindphone/Mobile applicationa mindfulness-based intervention to tackle absentminded and excessive smartphone useThis application asks the user two questions at unlock to increase mindfulness usage:
(1) What the user intends to do with the smartphone?
(2) What the user intends to do in the real world after using their smartphone?
(i) The impact of this intervention was collected via poststudy survey to evaluate
(ii) Screen time and number of unlock
(iii) Absentminded smartphone use SUQ-A [113] which contains 10 items to be evaluated on a 7-point Likert scale. Sample question “how often do you check your phone without realizing why you did it?”
(iv) User experience via poststudy survey with open-ended questions
2 weeksYes

[47] Franzoni and Marco (2022)TRIPP/platformVR-based application for wellness which is based on scientific research (e.g. AI and mindfulness) with indicators and positive modifiers for users’ mental and emotional states specially during global crisis(i) Session data: number of accesses, duration, timestamp, completed or aborted
(ii) Feedback on focus and calm experiences: Initial and final well-being on a 10-point Likert scale 1 negative, 10 positive, initial and final moods (first choice being the most prominent)
(iii) Global experience rating: on a 5-star Likert scale for the overall experience
4 monthsYes

[114] Ba et al. (2022)Smart planning course/educational courseWorkshops that included surveys, lectures, and activities on Digital Wellbeing to enhance adolescences skills in managing daily digital device usageData were collected using:
(i) Prepost surveys for access to digital devices at home, health consciousness, time management skills [115], mental stress, internet addiction, sleeping time, recent feelings, engagement at school
(ii) Wearable devices (e.g., Fitbet versa wristband): to collect activities, calories burnt, steps, and distance travelled
(iii) Day reconstruction method (RDM): to capture context-related events and emotions
Data were analysed via multimodal learning analytics (MMLA)
3 weeksYes

[116] Alibasa et al. (2020)MindGaug and rescue time/mobile application
(applications are freely available online)
A mobile application to collect and analyse moods and behaviors in relation to task-switching and productivity (productivity was measured using RescueTime)Rescue time: Collects the time spent on each application or website, the productivity value, and task-switching
MindGauge: Collects users’ moods and lifestyles in the diary-like questionnaire
Sample questions: “How are you feeling now?” on a 5-point Likert scale [117], “how physically active were you today?” [118]
16 monthsNo

[119] Boucher et al. (2022)Happify/mobile application (same application applied in [78] Parks et al., 2020)To improve subjective well-being for individuals with chronic conditions through games and activities based on positive psychologyLife satisfaction (6 items)
Positive emotions (3 items)
6-26 weeksYes

[120] Patel et al. (2022)Unified Mobile applicationA mobile application combined with a sensor to collect user data and provide customized interventionsA unified mobile application that collects phone usage and sensor data with minute-by-minute levels of granularity that records physical activities and infers human behaviour to provide timely intervention1 weekNo