SECTION FThe goal of this section is to use the design principles outlined in chapter one to rewrite sections C and D.DESIGN PRINCIPLES WITH RESPECT TO SMARTPHONES.●
Visibility: Because more and more young people are constantly presented with the opportunity to access information and connect to others via their smartphones, they report to be in a state of permanent alertness.
In the current study, we define such a state as smartphone vigilance, an awareness that one can always get connected to others in combination with a permanent readiness to respond to incoming smartphone notifications.We hypothesized that constantly resisting the urge to interact with their phones
draws on response inhibition, and hence interferes with students ability to inhibit prepotent responses in a concurrent task.
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Feedback : This refers to the transmission of evaluative or corrective information about an action,
event, or process to the original or controlling source. Within
the Design Thinking Process, feedback is something that should permeate the experience throughout its entire process.
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Consistency: Smartphones afford users the ability to select their own mobile application repertoires through the installation of various applications. Theresa quantitative descriptive study of the types of applications that people commonly use, the amount of time they
spend with these applications, the application combinations that they construct, the consistency
of these combinations overtime, and the differences in these outcomes by demographic characteristics. Using a longitudinal dataset collected from a US. adult sample during the COVID-19 pandemic, the study leverages behavioral data collected via data donations to identify key application adoption patterns and shows that peoples mobile application repertoires are concentrated around a set of popular applications that is relatively consistent overtime. However, within this set there is considerable diversity between
individuals and applications,
suggesting that quantifying smartphone usage with a single metric ‘screentime’ is unlikely to capture the full extent of media that users engage with.
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