Your phone can tell you you spent four hours on it yesterday.
It cannot tell you what those hours were.
Doomscrolling? Coordinating a family disaster? Learning to fix a derailleur? Texting someone who actually shows up when things fall apart?
Time is a scalar. Life is not.
That gap explains why digital well-being debates keep looping. We argue effects while holding a blunt instrument. We treat correlation like verdict. We ship dashboards that look scientific and feel moral, then wonder why people shrug or spiral.
This is not a “tech is bad” reading list. It is a set of trail markers for builders who want to talk about well-being without falling into the usual traps: bad instruments, bad interpretation, bad incentives.
These papers will not hand you a tidy worldview. Good. They will give you something rarer: a sharper sense of what is real, what is uncertain, and where design actually touches experience.
1. Your measurement is lying to you Link to heading
Parry et al. (2021), “A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use.” 1
Someone says people spend X hours a day on social media. You want to know: is X a number, or a mood?
Parry and colleagues collected studies that gathered both self-reported and logged usage data, then meta-analyzed the gap. The finding is blunt: self-reports correlate only moderately with logs and are “rarely an accurate reflection” of actual use. Measures of “problematic” media use correlate even less. 1
This is not a dunk on users. Introspection is not a database query. People reconstruct, round, forget, narrate.
But there is a deeper point. A measure is not neutral. Ask someone to track themselves and you have changed the system. You did not add a sensor. You created a feedback loop.
The design implication: If you are serious about well-being, you need two channels of truth and must stop mixing them:
- Behavioral data: what the system logged.
- Experiential data: what the person reports feeling.
Both matter. They answer different questions. Confuse them and you build a “well-being” feature that makes people feel surveilled, judged, or quietly incompetent.
Before you build interventions, build better instrumentation. Track episodes and contexts, not just duration. What type of activity, what time of day, what triggers the session, what ends it.
If you cannot see the shape of behavior, you will moralize the shadow of it.
2. Big data will not save you Link to heading
Orben and Przybylski (2019), “The association between adolescent well-being and digital technology use.” 2
Once you accept that measurement is hard, the temptation is to say: fine, just use bigger data.
Orben and Przybylski did. Across three datasets totaling 355,358 adolescents, they applied specification curve analysis, running many reasonable analytic choices and showing how much results vary depending on those choices. 2
The association between digital technology use and adolescent well-being is negative. It is also small, explaining at most 0.4% of the variation. 2
Two things are true at once. A small average effect can still matter for some people in some contexts. And a small average effect is a terrible foundation for sweeping claims or blunt design mandates.
This paper does not prove screens are fine. It proves something more inconvenient: the signal is not a siren. It is a faint reading. Treat it like a fire alarm and you will make bad policy and worse products.
The design implication: You do not need to become a statistician. You need a better mental model of evidence.
If a claimed harm is real, you should be able to answer in product terms: What is the mechanism? Who is affected? Under what conditions? What does “dose” mean? What would improvement look like besides “less”?
This paper nudges you from panic toward mechanism. That is where design can actually help.
3. The mechanism you can touch Link to heading
Stothart, Mitchum, and Yehnert (2015), “The attentional cost of receiving a cell phone notification.” 3
Here is a well-being claim you can test without guessing about anyone’s soul.
Stothart and colleagues showed that receiving a notification disrupts performance on an attention-demanding task, even when participants do not interact with the device. The distraction effects are comparable in magnitude to those seen when users actively use a phone. 3
Not replying. Not tapping. Just receiving.
A notification is not information. It is a priority claim on your next thought.
Your brain treats it like a loose thread. Even if you do not pull it, it is there.
The design implication: This is where digital well-being stops being philosophical and starts being architectural.
If you ship notifications, you are designing someone’s attentional climate. You shape the default rhythm of their day. That is a serious lever. Most organizations treat it like a growth channel with a settings page as alibi.
A more honest stance: treat notifications like alerts in a reliability system. Too many alerts create fatigue. Fatigue destroys trust. Once trust is gone, even the important alerts fail.
Instrument it like a reliability problem. Build a notification budget. Track interrupt rate, clusters, the proportion of “regretted” notifications. If you do not measure regret, you will keep optimizing the wrong graph.
This paper also helps you avoid preachiness. You do not need to moralize about character or discipline. You can talk about cognitive switching costs and design choices. Calmer conversation. More productive one.
4. Persuasion is not morally free Link to heading
Berdichevsky and Neuenschwander (1999), “Toward an ethics of persuasive technology.” 4
After measurement, interpretation, and mechanism, you arrive at the question most teams dodge.
When you design to change behavior, what are you allowed to do?
Berdichevsky and Neuenschwander wrote this before “dark patterns” became a term, before “growth” became a department with its own mythology. They define persuasive technologies as systems built to change attitudes or behaviors and propose ethical principles for their design. 4
The stance is direct. If you build a persuasive system, you own reasonably predictable outcomes. You should disclose motivations and methods. You should not misinform to get compliance. You should treat users’ privacy with the seriousness you would want for yourself. 4
Persuasion is not morally free just because it is wrapped in pixels.
The design implication: If you build in 2025, you are already in the persuasion business. Your ranking model persuades. Your defaults persuade. Your notifications persuade. Your frictionless checkout persuades. Your onboarding persuades. Your “recommended next” persuades.
The question is not whether you persuade. It is whether you persuade with a standard or on vibes.
Formalize persuasion as a reviewable artifact. The same way you formalize security risk:
- What is the intent of the influence?
- What methods are used, such as defaults, scarcity cues, social proof, and variable rewards?
- Who benefits, and who pays?
- What foreseeable harm exists?
- What would informed refusal look like?
This is not moral theater. It is governance. The boring kind of ethics that prevents exciting disasters.
And it aligns with something quieter about human experience: autonomy is not just a value statement. It is a cognitive condition. People need room to interpret, doubt, decide. Remove that room and you do not create convenience. You create autopilot.
5. Manipulation has a supply chain Link to heading
Mathur et al. (2019), “Dark Patterns at Scale: Findings from a Crawl of 11K Shopping Websites.” 5
If the ethics paper is the map, this is the field report from parts of the internet that actually monetize attention and choice.
Mathur and colleagues crawled roughly 11,000 shopping websites, analyzing about 53,000 product pages. They identified 1,818 instances of dark patterns across 15 types. They also found third-party entities offering dark-pattern capabilities as turnkey solutions. 5
That last detail is the one that should change how you think.
Deceptive interface patterns spread like an off-the-shelf dependency.
Engineers understand this dynamic in other contexts. Import a package with a vulnerability, you do not blame your users for getting hacked. You fix the supply chain. You audit dependencies. You add safeguards.
Dark patterns deserve the same treatment. They are not “a few bad designers.” They are operationalized influence, packaged and distributed.
The design implication: This paper gives you a way to talk about manipulation without turning the room into a courtroom.
Instead of arguing whether a particular UI is “gross,” you can ask:
- What pattern is this?
- What harm does it plausibly create?
- How prevalent is it in the wild?
- Did we ship it intentionally, accidentally, or via vendor defaults?
- What internal incentives made it easy to accept?
For digital well-being work, this is the uncomfortable anchor. You cannot build mindful experiences on top of coercive funnels and call it balance.
People notice the mismatch. They may not write an essay about it. But their trust system keeps a ledger.
Using this in real teams Link to heading
The point of reading research is not to win arguments on the internet. It is to make fewer wrong turns.
Audit your instruments. If you measure usage via self-report, label it as self-report. If you use logs, document what they miss. If you measure time, admit what time cannot mean.
Treat interpretation as design constraint. If your well-being narrative depends on a fragile correlation, you do not have a narrative. You have a hypothesis. Put it in that box and design accordingly.
Focus on mechanisms you can touch. Interruptions, switching, and the cadence of demand are more actionable than existential debates about “too much tech.”
Write down your persuasion policy. Not as a values poster. As an internal checklist that shapes defaults, nudges, and ranking. Make it reviewable. Make it boring.
Treat manipulation as supply-chain risk. Audit vendors, plugins, templates, growth playbooks. If you would not import a known vulnerability, do not import known coercion.
That is not a promise of digital enlightenment.
It is a route through the fog. A better one.
Sources
- A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use Douglas A. Parry, Brittany I. Davidson, Craig J. R. Sewall, Jacob T. Fisher, Hannah Mieczkowski, Daniel S. Quintana (2021) Nature Human Behaviour. 1
- The association between adolescent well-being and digital technology use Amy Orben, Andrew K. Przybylski (2019) Nature Human Behaviour. 2
- The attentional cost of receiving a cell phone notification Cary Stothart, Ainsley Mitchum, Courtney Yehnert (2015) Journal of Experimental Psychology: Human Perception and Performance. 3
- Toward an ethics of persuasive technology Daniel Berdichevsky, Erik Neuenschwander (1999) Communications of the ACM. 4
- Dark Patterns at Scale: Findings from a Crawl of 11K Shopping Websites Arunesh Mathur, Gunes Acar, Michael J. Friedman, Elena Lucherini, Jonathan Mayer, Marshini Chetty, Arvind Narayanan (2019) Proc. ACM HCI (CSCW). 5
