Ulrik Lyngs

dblp:176/9724 · DBLP profile ↗
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14ranked-venue papers
6as first author
8since 2021 · last 2026
0000-0001-9960-1436ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 12 · 4 first-author · 8 since 2021Artificial intelligence and machine learning · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 first-author
YearPublicationVenuePosition
2026 Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies
abstract
Abstract Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalize the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimize engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users’ motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalize the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.
Lize Alberts, Ulrik Lyngs, Kai Lukoff
Interact. Comput.2
2024 "You Can Find a Part of my Life in Every Single App": An Interview Study of What Makes Smartphone Applications Special to Their Users
abstract
In the 1979 book “The Meaning of Things” Csikszentmihalyi and Rochberg-Halton studied people’s perception of the significance of things in the home. They emphasized how things influence the self, and vice versa. We propose that their method and analytical framework can help to understand the analogous question for smartphones: Why are some apps special to users? Using the framework, we conduct and analyze 60 interviews with people aged 21 to 41; with participants’ consent, we made the anonymized transcripts publicly available. The analysis of the interviews shows that participants find apps special because they are convenient, support personal goals and social communication, help them remember, and serve emotional functions. Participants report that their identity is intertwined with certain apps, even if they are annoying or cause dependency. Importantly, we also find that participants actively regulate their use of apps through their organization and particular use strategies.
Kasper Hornbæk, Ulrik Lyngs, Olga Iarygina, Mikael B. Skov
CHI2
2024 "I finally felt I had the tools to control these urges": Empowering Students to Achieve Their Device Use Goals With the Reduce Digital Distraction Workshop
abstract
Digital self-control tools (DSCTs) help people control their time and attention on digital devices, using interventions like distraction blocking or usage tracking. Most studies of DSCTs’ effectiveness have focused on whether a single intervention reduces time spent on a single device. In reality, people may require combinations of DSCTs to achieve more subjective goals across multiple devices. We studied how DSCTs can address individual needs of university students (n = 280), using a workshop where students reflect on their goals before exploring relevant tools. At 1-3 month follow-ups, 95% of respondents still used at least one type of DSCT, typically applied across multiple devices, and there was substantial variation in the tool combinations chosen. We observed a large increase in self-reported digital self-control, suggesting that providing a space to articulate goals and self-select appropriate DSCTs is a powerful way to support people who struggle to self-regulate digital device use.
Ulrik Lyngs, Kai Lukoff, Petr Slovák, Michael Inzlicht, Maureen Freed, Hannah Andrews, Claudine Tinsman, Laura Csuka, Lize Alberts, Victória Oldemburgo de Mello, Guido Makransky, Kasper Hornbæk, Max Van Kleek, Nigel Shadbolt
CHI1
2024 Computers as Bad Social Actors: Dark Patterns and Anti-Patterns in Interfaces that Act Socially
abstract
Interfaces increasingly mimic human social behaviours. Beyond prototypical examples like chatbots, basic automated systems like app notifications or self-checkout machines likewise address or 'talk to' people in person-like ways. Whilst early evidence suggests social cues can enhance user experience, we lack a good understanding of when, and why, their use in interaction design may be inappropriate. We combined a qualitative survey (n=80) with experience sampling, interview, and workshop studies (n=11) to understand people's attitudes and preferences regarding how a range of automated systems talk to/at them. We thematically analysed examples of phrasings or conduct our participants disliked, their reasons, and how they would prefer to be treated instead. One category of inappropriate use we identified is when social design elements are used to manipulate user behaviour. We distinguish four such tactics: 'agents' playing on users' emotions (e.g., guilt-tripping, coaxing), being pushy, mothering users, or being passive-aggressive. Another category regards pragmatics: personal or situational factors that can make even a seemingly helpful or friendly message come across as rude, tactless, invasive, etc. These include contextual insensitivity (e.g., embarrassing users in public); expressing clearly false personalised care; or treating a user in ways they find misaligned with the system's role or the nature of their relationship. We discuss these inappropriate uses in terms of an emerging 'social' class of dark and anti-patterns. From participant suggestions, we offer recommendations for improving how interfaces treat people in interaction, including broader normative reflections on treating users respectfully.
Lize Alberts, Ulrik Lyngs, Max Van Kleek
Proc. ACM Hum. Comput. Interact.2
2023 SwitchTube: A Proof-of-Concept System Introducing "Adaptable Commitment Interfaces" as a Tool for Digital Wellbeing
abstract
YouTube has many features, such as homepage recommendations, that encourage users to explore its vast library of videos. However, when users visit YouTube with a specific intention, e.g., learning how to program in Python, these features to encourage exploration are often distracting. Prior work has innovated ‘commitment interfaces’ that restrict social media but finds that they often indiscriminately block needed content. In this paper, we describe the design, development, and evaluation of an ‘adaptable commitment interface,’ the SwitchTube mobile app, in which users can toggle between two interfaces when watching YouTube videos: Focus Mode (search-first) and Explore Mode (recommendations-first). In a three-week field deployment with 46 US participants, we evaluate how the ability to switch between interfaces affects user experience, finding that it provides users with a greater sense of agency, satisfaction, and goal alignment. We conclude with design implications for how adaptable commitment interfaces can support digital wellbeing.
Kai Lukoff, Ulrik Lyngs, Karina Shirokova, Raveena Rao, Larry Tian, Himanshu Zade, Sean A. Munson, Alexis Hiniker
CHI2
2022 The Goldilocks level of support: Using user reviews, ratings, and installation numbers to investigate digital self-control tools
abstract
Much effort has been invested in designing digital systems that keep people ‘hooked’. By contrast, comparatively little is known about how designers can support people in re-gaining control. Online, however, hundreds of apps and browser extensions promise to help people self-regulate use of digital devices. Reviews and popularity metrics for these digital self-control tools (DSCTs) can indicate which design patterns are useful in the wild. Moreover, they reveal how platforms like Android and iOS differ in the ecosystems they enable for DSCTs, which has important implications for end users. We analysed reviews, installation numbers, and ratings for 334 DSCTs on the Google Play, Chrome Web, and Apple App stores, investigating what user reviews reveal about usage contexts and key design challenges, and how functionality relates to popularity metrics. Our thematic analysis of 1,529 reviews (sampled from a data set of 53,978 distinct reviews scraped in March 2019) found that DSCTs are seen as highly important for focusing on less instantly rewarding tasks when digital distractions are easily available. Users seek DSCTs that adapt to their personal definitions of distraction, and provide support that is sufficient to change behaviour without feeling too coercive. Reviewers suggested combining design patterns to provide a level of support that is ‘just right’. This was mirrored in the ratings, where tools that combine different types of design patterns (e.g., website blocking and goal reminders) tended to receive higher ratings than those implementing a single type. We discuss implications for research and design, including how design patterns in DSCTs interact, and how psychological reactance to DSCTs can be reduced.
Ulrik Lyngs, Kai Lukoff, Laura Csuka, Petr Slovák, Max Van Kleek, Nigel Shadbolt
Int. J. Hum. Comput. Stud.1
2021 How the Design of YouTube Influences User Sense of Agency
abstract
In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while playlists and search support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.
Kai Lukoff, Ulrik Lyngs, Himanshu Zade, J. Vera Liao, James Choi, Kaiyue Fan, Sean A. Munson, Alexis Hiniker
CHI2
2021 Designing for Youth-Centered Moderation and Community Governance in Minecraft
abstract
Online settings have been suggested as viable sites for youth to develop social, emotional, and technical skills that can positively shape their behavior online. However, little work has been done to understand how online governance structures might support (or hinder) such learning. Using mixed-methods research, we report findings from a 2-year, in-the-wild study of 8–13 year olds on a custom multiplayer Minecraft server. The two-part study focuses on the design of youth-centered models of community governance drawn from evidence-based offline practices in the prevention and learning sciences. Preliminary results point to a set of socio-technical design approaches shaping player behavior while also supporting youth interest in Minecraft-like online environments. More broadly, the findings suggest an alternative vision of youth’s capacity for ownership and control of mechanisms shaping the culture and climate of their online communities: managing player behavior while challenging current norms around adult control and surveillance of youth activity.
Katie Salen Tekinbas, Krithika Jagannath, Ulrik Lyngs, Petr Slovák
ACM Trans. Comput. Hum. Interact.3
2020 From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness
abstract
Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our results also speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.
Kai Lukoff, Ulrik Lyngs, Stefania Gueorguieva, Erika S. Dillman, Alexis Hiniker, Sean A. Munson
Conference on Designing Interactive Systems2
2020 'I Just Want to Hack Myself to Not Get Distracted': Evaluating Design Interventions for Self-Control on Facebook
abstract
Beyond being the world's largest social network, Facebook is for many also one of its greatest sources of digital distraction. For students, problematic use has been associated with negative effects on academic achievement and general wellbeing. To understand what strategies could help users regain control, we investigated how simple interventions to the Facebook UI affect behaviour and perceived control. We assigned 58 university students to one of three interventions: goal reminders, removed newsfeed, or white background (control). We logged use for 6 weeks, applied interventions in the middle weeks, and administered fortnightly surveys. Both goal reminders and removed newsfeed helped participants stay on task and avoid distraction. However, goal reminders were often annoying, and removing the newsfeed made some fear missing out on information. Our findings point to future interventions such as controls for adjusting types and amount of available information, and flexible blocking which matches individual definitions of 'distraction'.
Ulrik Lyngs, Kai Lukoff, Petr Slovák, William Seymour, Helena Webb, Marina Jirotka, Jun Zhao 0003, Max Van Kleek, Nigel Shadbolt
CHI1
2019 Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools
abstract
Many people struggle to control their use of digital devices. However, our understanding of the design mechanisms that support user self-control remains limited. In this paper, we make two contributions to HCI research in this space: first, we analyse 367 apps and browser extensions from the Google Play, Chrome Web, and Apple App stores to identify common core design features and intervention strategies afforded by current tools for digital self-control. Second, we adapt and apply an integrative dual systems model of self-regulation as a framework for organising and evaluating the design features found. Our analysis aims to help the design of better tools in two ways: (i) by identifying how, through a well-established model of self-regulation, current tools overlap and differ in how they support self-control; and (ii) by using the model to reveal underexplored cognitive mechanisms that could aid the design of new tools.
Ulrik Lyngs, Kai Lukoff, Petr Slovák, Reuben Binns, Adam Slack, Michael Inzlicht, Max Van Kleek, Nigel Shadbolt
CHI1
2018 'It's Reducing a Human Being to a Percentage': Perceptions of Justice in Algorithmic Decisions
abstract
Data-driven decision-making consequential to individuals raises important questions of accountability and justice. Indeed, European law provides individuals limited rights to 'meaningful information about the logic' behind significant, autonomous decisions such as loan approvals, insurance quotes, and CV filtering. We undertake three experimental studies examining people's perceptions of justice in algorithmic decision-making under different scenarios and explanation styles. Dimensions of justice previously observed in response to human decision-making appear similarly engaged in response to algorithmic decisions. Qualitative analysis identified several concerns and heuristics involved in justice perceptions including arbitrariness, generalisation, and (in)dignity. Quantitative analysis indicates that explanation styles primarily matter to justice perceptions only when subjects are exposed to multiple different styles---under repeated exposure of one style, scenario effects obscure any explanation effects. Our results suggests there may be no 'best' approach to explaining algorithmic decisions, and that reflection on their automated nature both implicates and mitigates justice dimensions.
Reuben Binns, Max Van Kleek, Michael Veale, Ulrik Lyngs, Jun Zhao 0003, Nigel Shadbolt
CHI4
2017 'It's More Fun With My Phone': A Replication Study of Cell Phone Presence and Task Performance'
Ulrik Lyngs, Ryan McKay
CogSci1
2011 Priming Effects of Religious Concepts on Moral Judgment: Between Mean Values and Variation
Ulrik Lyngs
CogSci1