International Journal of Computer Science and Control Engineering 2018; 6(3): 30-39 http://www.openscienceonline.com/journal/csce Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology Ojo Adebola Kehinde 1, * , Ohajinwa Remy Sochi 2 Department of Computer Science, University of Ibadan, Ibadan, Nigeria Email address *Corresponding author To cite this article Ojo Adebola Kehinde, Ohajinwa Remy Sochi. Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology. International Journal of Computer Science and Control Engineering. Vol. 6, No. 3, 2018, pp. 30-39. Received: June 29, 2018; Accepted: July 12, 2018; Published: August 16, 2018 Abstract The values of smartphone devices have increased tremendously over last few years, especially with the development of mobile applications which have been beneficial. According to Google, there are over a billion active users of mobile applications deployed on Android Playstore as at 2015. This means that there are over a billion users who actually spend time on their smartphones. However, despite the tremendous advantages of smartphones and the applications that can be installed on them, there are negative consequences that can come from spending countless number of hours on a smartphone and, applications that help in curbing these addictions are really scarce. There still exists a large inefficiency in the current systems that help to curb or manage smartphone addictions. In view of the above, this study sought to present a time-restricted smartphone addiction system that is effective, efficient and relevant. This study explored the use of mobile technology in the design and development of the system (the application), which enables a user to select the applications he or she wants to lock within a specified period of time and at the same time gives the user an overall view of how often he or she uses the applications installed on the device. Keywords Smartphones, Google, Android Playstore, Addiction, Mobile Technology 1. Introduction Invention of technology has been one of best things that has happened to mankind. It has been an integral part of our society. It is part of everything we do including how we learn and teach [1]. Despite all the advantages of technology in our society, there are also disadvantages of these technologies where by individuals get too attached and addicted to some of these technologies. One of these tools happens to be the Internet. People spend countless amount of time on the Internet browsing, chatting or viewing other people’s pictures. This is known as Internet Addiction Disorder (IAD). Internet Addiction Disorder (IAD) ruins lives by causing neurological complications, psychological disturbances, and social problems, among others [2]. Smartphone usage is now integral to human behavior. Recent studies associate its extensive usage with a range of debilitating effects [3]. In view of the above, this study presents a disciplinary system that is effective. In particular, this study made an extensive use of Mobile technology in the design and implementation of this time- restricted mobile application (app) that prevents app users from using a locked app for a specified period of time. Addiction is a condition that results when a person engages in an activity (for example, gambling, sex, shopping, and smartphone application usage) that can be pleasurable but the continuation of which becomes compulsive and interferes with ordinary responsibilities and concerns, such as work, relationships, or health. People who have developed an addiction may not be aware that their behavior is out of control, thereby causing problems for themselves and others [4]. According to study conducted by Flurry, it shows that consumers spend over five hours a day on mobile devices! About 86% of that time was taken up by smartphones, that is, UNIV ERSIT Y O F IB ADAN L IB RARY 31 Ojo Adebola Kehinde and Ohajinwa Remy Sochi: Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology meaning we spend about 4 hours, 15 minutes is spent on mobile phones every day [5]. On a recent report published by Twinepine [6], it states that on a daily basis, an average smartphone user in Nigeria spends about 193 minutes on the device either browsing, texting or making calls. It also informed that Nigeria has 74.7 million unique mobile users and 30% smartphone penetration rate. A research was conducted to study the relationship between academic performance and one of the leading social media networks: Facebook. Samples were taken from a population of 219 university students and they found that Facebook users had lower Grade Point Averages; they were online most of the time and utilized very less time for their studies in comparison with students who did not use Social Networking Services (SNS). Only 26% of students reported that SNS impacted positively and helped to grow in their lives and 74% said that it had adverse impact like procrastination, lack of concentration or distraction and poor time management [7]. The analysis portrays the prevalent and uncontrollable smartphone and application addiction in the world. Hence, it is accurate to say that there are few or no sustainable solution to address this problem of addiction and distraction. Drawing from these explanations, there is no effective technology that restricts users from using a specific smartphone application within a specified period of time. Furthermore, the existing systems which prevent users from using their applications, are not time based and as such can be unlocked when needed. 1.1. Literature Review Self-Disciplinary and time-restricted system/application refers to any system that serves the purpose of helping one to manage his/her time. This could be systems that remind you of thing you jotted down on your to-do list or applications (for example Alarm Clock Application) that wake you up at a specified time or an application that reminds of you of possible healthy foods to take as meal. These applications or systems are generally known as self-development systems [8]. With the aid of these systems, one can schedule a time to perform an activity like read, go for a jog, sleep or call a friend. Smartphone Addiction may be known as problematic mobile phone usage, habitual mobile phone usage and compulsive mobile phone usage [9]. It is the excessive use of smartphones in a way that is difficult to control and its influence extends to other areas of life in a negative way [10]. As at 2014, there were 4.55 billion mobile phone users worldwide of which 1.75 billion were smartphone users [11]. Having reached such a wide rate of usage, smartphones are now more than just a means of communication but also affect human lives in many numerous ways. Apart from the fact of getting information through the internet, smartphones also enable sharing and production of new materials and provide opportunities for communication, social interaction, game- playing, application use, and the creation of media files. Smartphones have a lot of benefits that facilitate countless social and individual activities. However, the excessive use of smartphones brings with it various problems in the domestic, academic, occupational and social sphere [12]. Smartphone resembles other technological areas of addictions, but it can be much more dangerous because smartphones possess unique features such as portability and ease-of-connectivity. There is a special feeling or pleasure that comes from using a smartphone that is different from the temporary pleasure drug- based addiction gives. This pleasure that comes from using a smartphone may turn into a condition that is very disruptive for the individual. Overuse of smartphones may eventually push the user into compulsive usage which in turn leads to mobile phone addiction. The overuse also causes some health disorders such as sleeping problems and stress related disorders [13], physical and mental development problems [14] Some research has suggested that smartphones might have an effect on the academic success of the students [15]. In this respect, smartphone addiction may cause students to disengage from class activities, to engage in examination malpractice or to skip classes which may eventually lead to poor academic performance. While various features of smartphones have been pointed to as causes of addiction, the major factors affecting the use of smartphones are yet to be revealed [16]. From the studies stated above, the duration of smartphone usage is a significant variable in terms of addiction. In this study, the focus is mainly on Smartphone addiction which leads to so many negative consequences like lack of time management as so much time is spent on smartphone application without consideration to other things that could be done. Research Model and Hypothesis Development Drawing conclusions from the theoretical background of this research, a research model was developed to explicate the determinants of smartphone addiction. [17] applied four- category motivation framework and identified a total of six smartphone motives. In specific, enhancement motives include information seeking and perceived enjoyment. Social motive refers to social relationship. Coping motives include mood regulation and pastime, and conformity motive refers to conformity. In total, it was proposed that these motives are key determinants of smartphone addiction. Figure 1 depicts the research model of this study. Information Seeking: Research shows that many individuals use the Internet for information purpose and self-education [18]. Internet addiction is likely to be positively reinforced if the need for information seeking is gratified immediately. [19] confirmed that the reinforcing effect from the gratification of information seeking may lead to users’ maladaptive dependence on the Internet. In this context, it is obvious that information seeking may be an important smartphone motive because users go online to get information. In Figure 1, H1 depicts that Information seeking is positively associated with smartphone addiction. Perceived Enjoyment: Perceived enjoyment of interacting with information technology has been shown as a key factor that affects smartphone addiction. [20] pointed out the dark sides of enjoyment in the context of social networking websites. They found that if users perceive the websites to be enjoyable, then UNIV ERSIT Y O F IB ADAN L IB RARY International Journal of Computer Science and Control Engineering 2018; 6(3): 30-39 32 they are likely to become addicted to using the websites. Similarly, prior research contends that enjoyment is closely related to substance abuse [21]. In lieu of this, hypothesis, H2, is proposed. In Figure 1, H2 depicts that perceived enjoyment is positively associated with smartphone addiction Figure 1. Research Model [22]. Social Relationship: Social relationship can be defined as the need to form long- term relationships with others [18]. Research on cyber- relationship addiction has it that many users that look for social relationship online tend to have pathological problems of Internet usage [23]. In this present research context, many users are likely to view smartphone as important tool of interpersonal relationship. Therefore, if a user has a high level of social relationship motive in smartphone usage, then he/she is more likely to become addicted to the smartphone. Hypothesis H3 is proposed as shown in Figure 1; this depicts that social relationship is positively associated with smartphone addiction. Mood Regulation Mood regulation is defined as mood changes due to thrill or relief created using information technologies [24]. [25] found that some users may have problematic Internet use issues because of trying to reduce negative feelings, such as loneliness, anxiety, stress, and depression. Therefore, in this study, it is proposed that if a user often experiences mood regulation when he/she uses a smartphone, then he/she is likely to have a high level of smartphone addiction. Hypothesis H4 is proposed (Figure 1). H4 depicts that Mood regulation is positively associated with smartphone addiction. Pastime Pastime refers to occupying free time with no productive interest [18]. This is a primary motive for adolescents to play video games. Boredom has been found to significantly influence game addiction. Players who have boredom inclination may result in negative consequences (for example addiction). Based on these concerns, this study proposes that if a user has a strong motive of using a smartphone to pastime, then he or she is more likely to be addicted to using the device. Hypothesis H5 is proposed as depicted in Figure 1. This depicts that Pastime is positively associated with smartphone addiction. Conformity The conformity motive emphasizes individuals’ needs of avoiding peer disapproval [26]. According to Stewart’s work, conformity mediates the relationship between fear of negative evaluation and problematic drinking behavior. In the context of this study, research has shown that individuals use smartphone to gain identification and avoid disapproval among their friends [27]. This is what is popularly known as peer-pressure. Therefore, if a smartphone user has a high level of conformity, then it is likely that he or she will keep using the device and become addicted. In as much as the popularity of smartphones has given enormous convenience to our lives, their pathological use has created a new mental health concern among the community. The excessive usage of smartphones has been the major reason or agent behind academic failure, lack of productivity, laziness and the rest. To cope with this limitation, Self-Disciplinary Time Management System was developed to help the user reduce the number of hours spent on the phone. Hypothesis H6 is proposed, which depicts that Conformity is positively associated with smartphone addiction UNIV ERSIT Y O F IB ADAN L IB RARY 33 Ojo Adebola Kehinde and Ohajinwa Remy Sochi: Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology 1.2. Review of Related Works In many other countries, Information and Communication Technologies are being synchronized into efficient, sustainable and reliable solutions for Smartphone Addiction Management Systems (SAMS). In this study, efforts were made to study closely related systems (SAMS) developed around the world to help smartphone addicts to discipline and manage their time. The only problem with these systems or applications is that they are not time-based and they still give users the opportunity to go back to their applications which defeats the whole idea of self-discipline. Other related works were reviewed to study and examine their design techniques, limitations and ways it could have been done better. (i) Checky: This is a mobile application which uses accesses Android’s LOCK API to keep count of how many times a user picked his/her smartphone. This enables the user to know how addicted and attached he or she is attached to the phone and in turn the user is expected to correct this addiction. It allows users to set time to notify them of how many times they have checked their phones. However, it does not allow users to lock specific applications as such the user can always go back to the application. Also, the application is static and is not interactive enough which makes the user experience very poor. (ii) AppBlock: This is a mobile application that lets users select time and date to lock applications either for privacy or to be productive. To use the application, the user can create a profile; select some applications to lock with date and time. Once it is time to lock, the user will be locked out from the application if it is running. It gives the user some motivational quote when locked out. This is to gear the user to be productive. It can also allow one to create profile of addictive applications and set a time to be locking them. However, the user can still reschedule the time of the locked application before the scheduled time to lock to gain more time. A user still has the ability to unlock the locked applications before the scheduled time to unlock the applications. This defeats the purpose of self-discipline. (iii) AppLock: A very popular mobile application that enables you to select the applications you want to lock either for privacy or for productivity. However, this application can be considered as just a privacy application due to the fact that the user can decide to unlock the application when he or she wants. Furthermore, the application does not lock you out of addictive applications. (iv) AppTracker: A mobile application that shows the usage statistics of running applications in a graphical user interface. With this statistic, the user can know if he/she is addicted to any application and quickly correct it by avoiding excessive usage of the application or uninstalling the application if need be. A user can exclude some applications from the usage statistics. The statistics is arranged daily, weekly, monthly or yearly. However, a user cannot lock any applications. It just displays information of how long you have used your applications. There is no automatic restriction of applications due to excessive usage which makes this system very ineffective and inefficient. (v) AppLocker: This application works exactly the same way AppLock works. User can select the lock he/she wants. User can hide application icons. However, it has the same limitations as AppLocker. (vi) From the related works discussed, it can be seen that these applications possess some common limitations such as, not being able to lock out from running application as well as not able to select desired time to lock selected applications. 2. Method This section gives a general overview of the processes and protocols adopted in carrying out in the System Analysis and Design. Figure 2 shows the data flow of the new system. Figure 2. Context Diagram for Smartphone Addiction System. The user makes a request (for example block application) to the system. The system processes the request, performs the request and gives the user a feedback message which is the response through a message toast or dialogue box message. The response from the system could be a success message (indicating that the request was handled and processed successfully) or a failure message indicating that something must have gone wrong in the system which may be known or unknown. These messages may require that the user tries the request again because occasionally, system errors occur. In Figure 3, the system has been broken down to show the processes involved in the data flow of the system. When a user performs any of the requests (Check application usage statistics, lock application, Block application, set alarm, disable notification, disable puzzle and View history), it enters into the appropriate process, performs the process and sends a response back to user that performs the action. UNIV ERSIT Y O F IB ADAN L IB RARY International Journal of Computer Science and Control Engineering 2018; 6(3): 30-39 34 Figure 3. Level 0 Data Flow Diagram for Smartphone Addiction Management System. Figure 4. Use Cae Diagram of Smartphone Addiction Management System. UNIV ERSIT Y O F IB ADAN L IB RARY 35 Ojo Adebola Kehinde and Ohajinwa Remy Sochi: Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology Software process models often represent networked sequence of activities, objects, transformations, and events that embody strategies for accomplishing software evolution. Such models can be used to develop more precise and formalized descriptions of software life cycle activities. From the analysis done, the time-restricted smartphone addiction management system can be modelled for better understanding of the system. Use Case Diagram The major concept of Use Case Diagram is that each of the use cases represents a complete functionality of the system. This helps us to understand the different functionalities and the actor(s) of the system in pictorial form. Figure 4 illustrates the use cases of the system and the actions that the actor can perform. In this use case, there is only one actor that can perform some actions such as lock application, block application within a specific time frame, check application usage statistics, set alarm, control settings and view history of locked and blocked applications. 3. Result The result of this study includes a Smartphone Addiction Management System model and a mobile application for Smartphone Addiction Management System. Smartphone Addiction Management System model is the framework on which the system was built. It shows the flow of the system and how the major components interact together to achieve its purpose. 3.1. Data Modelling This is the representation of the flow of data within and across the system and its environment. This is achieved using Entity Relationship Model. Entity Relationship (ER) Model The Entity Relationship Model describes interrelated things of interest in a specific domain of knowledge. A basic ER model is composed of entity types (which classify the things of interest) and specifies relationships that can exist between instances of those entity types [28]. From the analysis done so far, the major entities of the system are Alarm, User, History, App and Lock. The flow of the specification is outlined below: A User create an Alarm that can only be stopped or snoozed when the person solves a mathematical problem. A User can also lock selected applications A User can view History of applications locked So many Alarms can be created by a User. This model is represented as an Entity Relationship Diagram in Figure 5. Figure 5. Entity Relationship Diagram. UNIV ERSIT Y O F IB ADAN L IB RARY International Journal of Computer Science and Control Engineering 2018; 6(3): 30-39 36 3.2. Context Diagrams Context diagrams represent system and its environment. In this study, the perspective is shown through the activity diagram. 3.2.1. Activity Diagram This represents the dynamic aspects of the system. It is basically the representation of the activities that make up a system process and how control flows from one activity to another. It can also be called the flowchart to represent flow from one activity to another. The start of a process is represented by a filled circle; the end by a filled circle inside another circle. Rectangles with round circles represent activities, which are the specific sub- processes that must be carried out. The activity diagram of this system is shown in Figure 6. Figure 6. Activity Diagram. 3.2.2. Logic Model The logic model shows the general flow of the whole system and how the major components communicate or interact with each other. The logic model diagram is shown in Figure 7. In Figure 7, once the application launches, the user can be able to do the following activities: select applications and lock with desired time range, view history of application locked, set alarm, check application usage statistics of UNIV ERSIT Y O F IB ADAN L IB RARY 37 Ojo Adebola Kehinde and Ohajinwa Remy Sochi: Self-Disciplinary Time-Restricted Smartphone Addiction Management System Using (Android) Mobile Technology installed applications and view status. Figure 7. Logic Model SAM. 4. Discussion The Smartphone Addiction Management Time-based system has the name “MyBoss”. The user interface is the design the user sees. It is what attracts the user to the application. It was designed with Extended Markup Language (XML) which happens to be the appropriate and best tool for it as at the time the study was conducted. The system has a page or activity that is shown when a user launches the application. It contains a list of all the installed applications on the user’s phone with two buttons to either lock or block applications. Once the user clicks on “LOCK”, it automatically locks the selected applications but if the user clicks on “BLOCK”, a time selector pops up for the user to select the range button. It also contains some tabs like timeline view of the user’s application usage statistics, the alarm tab to set alarms and the rest. It also contains the hamburger menu which gives access to the navigation drawer. The system also shows selected apps the user wants to lock or block within a particular time frame. It also shows the sizes of the various applications. Once the user is done selecting and clicks on the “BLOCK” button, a time picker pops up for the user to select a time range. There is a pop up of time range for the user to pick the period he or she wants the selected applications to be blocked. The default time is the current time at that particular instant. The user picks the time from which the system is allowed to block the apps and the time to stop or unblock the apps. There is an application usage statistics of the user, which shows how often one uses some application and time of usage. With these statistics, the user can design to uninstall or avoid an addictive application. Also there is a list of alarm clock set by the user. It also shows the toggle button on each alarm clock which disables and enables the alarm set. The floating action button pops up the settings of the alarm when clicked. The alarm setting is where the user sets a new alarm or updates an existing one. The active and vibrate features are set active as default values. While repeat value is set as “Everyday”, label as “Alarm Clock” and set time as the current time at that instant. There is the history of all the applications that have been blocked. The user can also remove an app from this list by clicking on the three dots as long as the time has not reached to lock the app. In this system, the alarm will not stop until the user unlocks by solving the mathematical problem. During the process of solving this problem, the user must have been fully awake. This feature makes this alarm different from UNIV ERSIT Y O F IB ADAN L IB RARY International Journal of Computer Science and Control Engineering 2018; 6(3): 30-39 38 every other alarm application because most alarm clocks have the snooze or stop function which the user immediately clicks when it rings. The “CLEAR” button enables the user to clear when there is a mistake. 5. Conclusion The system is built for anyone who wants to be more productive by reducing the amount of time spent on using his/her smartphone. The major limitation of the system is the ability of the user to uninstall the application when an application has been locked out for a particular period of time in order to get access to the application he/she wants to use. The only way to combat this limitation is to make the application a system application which means the user would not be able to uninstall the application. Since many people get addicted to their smartphones which majorly leads to failure in academics and other negative results, therefore, this system aims to curb addictions and attachments to smartphones and mobile applications. It is hoped that this study would be an inspiration for further research in the field of Smartphone Addiction Management Systems. This system would help in curbing addictions to smartphones. Due to attachments to smartphones and mobile applications, there is a major need for technologies that would help curb addictions and attachments to smartphones. 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