Rahul Gurunath's profile

Social design intervention

Introduction

Branching from Project 1; our group consisting of Oscar, Sarah, Tianhao and Rahul have identified the destructive effects of social media on our personal productivity. A report published by Team Lease reveals that approximate 62% of employees each day find themselves 'indulging' in social media. Out of this 62%, each employee averages about 2.35 hours on social media sites which results in a reduction of 19% in productivity rates (PTI, 2016). In addition, through experimentation, we were also established a co-relation between social media usage and productivity by monitoring our screen time and documenting our daily activities. The graph below demonstrates that higher use of social media led to overall lower rates of productivity and decline in mood. Whereas, days with lower use of social media usage resulted in higher productivity rates and overall positive moods.
Statement of Intent

To design a social intervention that aids target audience in controlling social media usage and therefore boost productivity.
Why?

Why does using social media decrease my productivity?
- Because I spend more time than is required on social media which limits my time to be productive

Why do I spend so much time on social media?
- Because it is entertaining, provides instant gratification and is easily accessible.

Why is it entertaining?
- Because it shows me things I'm interested in and caters to my taste

Why does it cater to my wants?
- Because each time I interact with social media, I feel like it's a curated collection of my interests and likes

Why is it so interesting?
- Because my digital data is collected, analysed and manipulated in a way which will keep me engaged.
Rationale

Currently, as a group we have identified the negative impacts of excessive social media use has on our productivity. The two are linked because excessive social media usage typically translates to more time wasted which therefore results in decreased productive hours. We intend to increase our levels of productivity by controlling triggers that lead to excessive use of social media. The most efficient means of achieving this would be through prompts that provoke healthier habits when one goes above their pre-set limit of social media for the day. Social media is a major factor in the decline of productivity. Certain aspects and features of social media are addictive in nature and this causes a hindrance in maintaining required level of productivity. Despite the stated good will and purposeful intent of these apps, their side affects are equally (if not more) impactful. These side affects are detrimental to productivity and therefore needs to be identified and controlled. Formulating a solution that resolves the issues of social media addiction can be highly beneficial to any user that spends more than required time on social media platforms. The solution devised however, will primarily focus on specifically catering to students struggling with social media moderation, content creators with an unhealthy digital and non-digital balance and tech enthusiasts.  
Research to guide concepts

Kuss & Griffith (2017) authored an article that created many apparent links between social media addiction and symptoms related to substance-related drug abuse. Given the seriousness of the situation, it is important that counter-measure put in place:

- are appropriate
- does not create a paradox for users
- easy to implement
- targeted accurately to individuals with social media addiction.

As per The Dawn Rehab (2020) and Addiction Centre (2020), the current advise in regards to dealing with social media abuse is for the individual to overcome the abuse through willpower, if willpower does not suffice - seek professional help via rehabilitation centres. In our opinion, these two measure are drastically different and needs to be reformed. On one side of the scale, although willpower can not be underestimated, in scenarios such as addiction recovery, it rarely ever suffices. Therefore, more efficient means of intervention are required to alter behaviour. Rehabilitation on the other hand, is an efficient means of resolving social media addiction, but it can be a very intimidating and uncomfortable experience having to admit themselves into a "social media rehab".

Another factor to consider with the intervention are the potential side effects of the process. i.e. In the process of minimising social media usage time, I must ensure that the intervention does not inversely cause an increase in overall screen time. The model should work in way that ensures both - social media and overall screen times remain low.
Target audience

To ensure maximum applicability and usability of our intervention, it is important to adapt the solution to our primary target audience. Our primary target audience can be described as follows:

> Male/Female
> Smart phone users 
> 18 - 49 years old (most frequent users of social media (Chen, 2020))
> Employed/Studying
> Users of Instagram/Facebook/Reddit/Discord/Pinterest

Research has revealed people aged between 18-45 are most prone to excessive use of social media usage. People that belong to this demographic are typically students or working professionals. For most impact, we have decided to further narrow down the target audience to smart phone users who are users of Instagram/Facebook/Reddit/Pinterest. 
Current interventions and analysis

In order to produce an efficient solution, we analysed some of the current alternative interventions and evaluated them to list the positive and negatives of each intervention. We then use this analysis as a guide in designing our intervention.

Each intervention analysed is listed below along with its positive and negative aspects.

Freedom: A cross platform application that allows you to block set websites (Pot, 2020).

Positives

- Works on PC's and smartphones
- Cross compatibility so does not require each individual device to be operated.

Negatives

- Set time limit which can not be overridden
- Progress is not recognised/rewarded.
- Relies on will power for end user to initiate the process.

Cold Turkey Blocker: Customizable site-blocking applications (Pot, 2020).

Positives

- Allows for better customization of how long each individual website can be blocked
- "Frozen" option that allows to block overall screen time.

Negatives

- Time based blockage which means user can not access social media sites even on an emergency basis
- Relies on will power to initiate the process
- Single-platform solution which means inaccessible to smart phone users

Leech block: Customizable site-blocking application with option to allow for limited use of certain websites (Pot, 2020)

Positives

- Customizable blocking that allows to set a usable time limit on certain websites. For instance - 20 minutes of YouTube, 1 hour of Instagram, 30 minutes of Facebook.
- Encourages users to use the app as it can cater for emergency situations and allows for controlled usage of social media.

Negatives

- Works only on certain browsers
- Inaccessible to smart phone users

Forest: an app that plants a virtual tree when accessed. Growth of the tree is related to screen usage time i.e. higher screen time means the tree starts to die and lower screen time means the tree grows bigger and bigger (Pot, 2020)

Positives

- Built for smart phone devices and as google chrome extension
- Incentivises minimal usage of overall screen time. Each time the user does not use his/her phone, a virtual tree grows. This provides positive reinforcements in minimising distractions

Negatives

- No real value of the growing tree.
- Relies on will power.
- Non-customizable blocking of sites.

Analysis

As shown, one of the biggest problems with current interventions is that they require willpower to eliminate distraction which can prove to be ineffective. Another issue with current interventions is the lack of cross-platform compatibility. Not being able to have complete customizable control over blocking sites can discourage users from using current interventions. There is also a lack of reward system for when the user has successfully completed set tasks.

Therefore, for the intervention to be most effective, it needs to:

- Be accessible across different platforms (PC's and Hand-held devices)
- Allow for recognition amongst friends and peers via leader boards. This will also encourage friendly competitiveness and aid accountability.
- Current interventions exist through digital means only, in order to holistically address the issue, it would be appropriate to devise a non-digital means of intervention.
- Instead of complete denial to social media sites which can be harsh and impractical in some scenarios, with our intervention we intend to allow for incentive based social media usage. For example, completing a set of pre-set tasks (set by end user) to unlock limited time on social media. This allows for a reward system which results in a healthy consumption of social media instead of absolute refute against it. 
Concepts sketching and wireframing
Concept 1

Concept 1 is a downloadable application called Essentials.

This app operate by collecting and comparing data between the users pre-set goals and user activity update. Each task completed earns reward points that helps individuals compete against friends and family. this feature also allows for a close one to monitor our progress and intervene if required.
Concept 2

Concept 2 is also a downloadable application called 'Disrupt'

Things operate slightly differently with disrupt. This app downloads a device profile that allows for the display to be controlled and manipulated. With disrupt, the user again places a pre-set goal or desired screen time. Any breach in use will result in all functionalities of the phone (except emergency services and phone calling)  to be 'disrupted' and therefore unable to work. Each 'Disruption" is timed accordingly to minimise screen use and any additional breaches made after the first will result in exponential wait times in restoration.


Concept 3

Concept 3 - Distal, is a spatial intervention to the problem.

Distal will be a open free flowing work space that allows for users to connect to high speed internet and offer cafeteria services. To maximize productivity, users that connect to the Wi-Fi will essentially agree to the blocking of Instagram, Facebook, Reddit, Discord and YouTube (with the exception of educational and academically tagged videos). To further assist, Distal will also feature physically beneficial elements such as standing desks, treadmills and air bikes. 

The open space offered at Distal would result in:
- A social setting that uses technology for it's beneficial aspects and not be consumed by its negatives, a collaborative workspace that helps people hone social skills and a setting that encourages physical activity; holistic improvement in mental and physical well being.

Design Intervention
Distal
Better yourself.

Given​​ that current alternatives are limited to a singular form for usage, we decided to combine multiple level of intervention to address the issue holistically. 

'Distal' as an intervention functions in two forms:

- As a spatial design
- As a downloadable app
Spatial Intervention
Distal. is designed to be an open space that encourages positive social interaction and creates a productive atmosphere.

Design rationale:

- 'Distal.' is equipped with free wi-fi which acts as an attractant factor. However, the wi-fi is designed to filter out social media sites such as Facebook, Instagram, Snapchat, Discord and Reddit. A wi-fi firewall blockade ensures that access to social media is inaccessible from any type of device. This ensures that users do not have to rely on sheer will power to initiate the process of blocking distractions.
- 'Distal.' will also promote a generally healthier lifestyle is it is situated in open outdoor spaces. This will help nourish both physical and mental wellbeing.
- 'Distal.' as a social setting will help minimise the detrimental influence that social media induces on social interactions.
- When used in conjunction with the 'Distal.' application, friendly competition is introduced to promote competitiveness and accountability.
"Distal" application
References

Kuss, D., & Griths, M. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of environmental research and public health, 14(3), 6-7

Tahhon, R. (2020). Mediating Effects of Dark Personality Triad and Real and Mediated Social Interaction on Social Media Addiction and Academic Performance in University Students, 6(4), p. 1.

The Dawn Rehab. (2020). 7 Personality Traits of a Social Media Addict. https://thedawnrehab.com/addiction/personality-traits-social-media-addict/

AddictionCenter. (2020). What is social media addiction? Social media addiction. https://www.addictioncenter.com/drugs/social-media-addiction/

PTI . (2016). Social media affecting workplace productivity: Report. BusinessToday. https://www.businesstoday.in/current/corporate/social-media-affecting-workplace-productivity-report/story/238716.html#:~:text=According%20to%20TeamLease%20World%20of,the%20social%20media%20indulgence%20alone.&text=According%20to%20the%20report%2C%20Facebook,most%20visited%20social%20media%20platform.

Chen, J. (2020). Social media demographics to inform your brand's strategy in 2020. Sproutsocial. https://sproutsocial.com/insights/new-social-media-demographics/

Pot, J. (2020). The 7 best apps to help you focus and block distractions. Zapier. https://zapier.com/blog/stay-focused-avoid-distractions/


Social design intervention
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Social design intervention

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