While technology is widely recognised as a tool to enhance wellbeing, there is no clear consensus on the best practices for design. Persuasive strategies, such as nudging, are often seen as effective but raise ethical concerns. Reflection-based approaches offer a potential alternative. However, a clear understanding of the balance between these strategies is crucial for designing effective and ethically sound wellbeing technologies. We conducted two studies with a total of n=163 participants comparing nudging and reflection techniques using contrasting prototypes of fitness wearables. We verified that the prototypes represented key nudging and reflection strategies through expert feedback. Our mixed-methods inquiry shows that certain nudging strategies are perceived as more malicious and more likely to provoke rumination, i.e., negative thought cycles, compared to other wellbeing strategies. We contribute insights to inform design decisions for wellbeing technologies, balancing effectiveness with ethical considerations.
While most digital communication platforms rely on text, relatively little research has examined how users engage through handwriting and drawing in anonymous, collaborative environments. We introduce Graphonymous Interaction, a form of communication where users interact anonymously via handwriting and drawing. Our study analyzed over 600 canvas pages from the Graphonymous Online Space (GOS) CollaNote and conducted interviews with 20 users. Additionally, we examined 70 minutes of real-time GOS sessions using Conversation Analysis and Multimodal Discourse Analysis. Findings reveal that Graphonymous Interaction fosters artistic expression, intellectual engagement, sharing and supporting, and social connection. Notably, anonymity coexisted with moments of recognition through graphological identification. Distinct conversational strategies also emerged, which allow smoother exchanges and fewer conversational repairs compared to text-based communication. This study contributes to understanding Graphonymous Interaction and Online Spaces, offering insights into designing platforms that support creative and socially engaging forms of communication beyond text.
While research on digital wellbeing has often focused on mitigating the harms of technology (over)use-especially around screen time-the concept itself remains inconsistently defined. In this paper, we first propose a layered taxonomy that characterizes digital wellbeing across three dimensions: technology scope and users, mediators, and strategies. The taxonomy is grounded in a review of ten years of CHI publications and refined through its application to 68 student projects on digital wellbeing. Building on this foundation, we then advance the Leverage Points for Digital Wellbeing, a framework inspired by system thinking that situates interventions along self-oriented, collective, and systemic orientations of change. Our conceptual model provides an actionable account of digital wellbeing-one that captures users’ evolving entanglements with technology, including generative AI, as well as the broader social and political conditions in which these entanglements unfold. We conclude by outlining implications for research, design, and policy.
Health technologies tools provide support for behavioral goals but largely assume that people live a stable life routine and continuously engage with their goal. Despite barriers to behavior being discussed in literature, they are largely not at the center of design, and researchers lack a systematic understanding of the prevalence and burdens of disruptions. To characterize individuals' disruptions to engaging in wellbeing goals, we surveyed 149 US adults. We identified eight types of disruptions, such as emotional/cognitive, physical/medical, financial and four resulting burdens (emotional, physical, logistical, and financial). The majority of participants experienced multiple disruptions, with over 40% of experiencing daily disruptions. Over half of participants experienced disruptions lasting over a month. We discuss how health and wellbeing technologies can support people's goals through adaptation based on disruptions’ burden, temporality, relevance and scale of disruptions.
Despite decades of research, behavior change technologies remain limited in effectiveness because they mainly focus on offering information. Immersive technologies, such as extended, virtual, and augmented reality, promise to address this limitation by shifting from information-centric to experience-centric interventions. However, we do not know which technical and psychological components of immersive technologies make interventions effective. This scoping review of 53 articles analyzes how immersive technology components are linked to theory-informed behavior change techniques, summarizes their effectiveness, and synthesizes their unique advantages for experience-based immersive behavior change interventions. We offer both a formalization of the impact of immersive technology components on behavior change, and summarize practical suggestions for designing and systematically evaluating immersive behavior change interventions in a framework toward theory-driven Extended Reality behavior change interventions.
Misinformation can spread rapidly in everyday conversation, where pausing to verify is not always possible. We envision a wearable system that bridges the timing gap between hearing a claim and forming a judgment. It uses ambient listening to detect verifiable claims, performs rapid web verification, and provides a subtle haptic nudge with a glanceable overview. A controlled study (N=34) simulated this approach and tested against a no-support baseline. Results show that instant, body-integrated feedback significantly improved real-time truth discernment and increased verification activity compared to unsupported fact-checking. However, it also introduced over-reliance when the system made errors, i.e. failed to flag false claims or flagged true claims as false. We contribute empirical evidence of improved discernment alongside insights into trust, effort, and user–system tensions in verification wearables.
While public discourse often reduces Attention-Deficit Hyperactivity Disorder (ADHD) to stereotypes that overlook the invisible struggles of those who live with it, ADHD people are increasingly using social media to express their experiences on their own terms. On platforms like Instagram, memes have become a powerful and accessible medium for expressing everyday challenges through humor and relatability. This study analyzed 350 ADHD-related memes and over 28,000 associated comments to explore how ADHD was expressed and engaged with in online spaces, and consulted a neurodevelopmental science and clinical researcher. Findings show that memes depict behavioral inconsistencies, internal conflicts, and societal pressures, while comments reveal strong resonance, personal identification, and peer support, including informal self-diagnosis and shared experiences. By combining meme and comment analyses, this study contributes to digital mental health research by demonstrating how memes serve as an interactional mechanism for neurodivergent storytelling and identity formation and informing future platform design.