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New iSchool faculty member Alexis Hiniker studies online habits, good and bad

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Alexis Hiniker studies how people use technology. Among the technology she uses is an old-school Qualcomm 3G phone.

Almost 80 percent of Americans have smartphones. On average, they check them more than 140 times a day. Many are not happy about it, expressing feelings of dissatisfaction with the waste of time, the meaninglessness of the experience, and their seeming inability to break their onscreen habits, reports new iSchool faculty member Alexis Hiniker.

鈥淧eople are often dissatisfied with the way they choose to use technology, yet struggle to change their behavior,鈥 says the human-computer interaction researcher, who is studying emotions surrounding people鈥檚 engagement with technology and the factors that pull them into it, capture their attention and hold them there. 鈥淚鈥檓 looking at how people鈥檚 behaviors around engagement differ from what they would like and why.鈥

Based on user input, she has helped build intervention tools for both adults and children that allow them to approach technology use with what she describes as 鈥渋ntentionality鈥 and 鈥渕indfulness.鈥 One experimental innovation, an Android app called MyTime, let smartphone users set goals on how long they wanted to spend on specific apps and notified them when they veered off-course. 鈥淭ime鈥檚 up!鈥 screens read.

The result: Participants cut the time with apps they felt were a poor use of time by 21 percent, while continuing to engage as usual with the apps they felt good about.

鈥淚ntentionality is a really important part of my work. I want users of these systems to feel total autonomy and a sense of self-determination in the way they use technology. It should be user-driven, not technology driven,鈥 says Hiniker, whose work has been featured in such national publications as The New York Times and Time Magazine. 鈥淚鈥檇 like to see users engage, disengage, and re-engage of their own volition and feel good about doing so.鈥

That鈥檚 not easy in today鈥檚 鈥渁ttention economy,鈥 where tech companies design devices and apps to be irresistibly alluring, leaving us vulnerable to those flashing clickbait headlines, pop-up ads, and other monetized look-over-here distractions. 鈥淭he longer they hold us, the more money they make,鈥 says Hiniker. 鈥淚 have no shortage of study participants who express frustration and resentment toward companies designing these experiences.鈥

Can companies do better? What鈥檚 their incentive to do so? Those are topics she鈥檒l visit in her spring iSchool course tentatively titled 鈥淒esigning for Evil.鈥 鈥淲e鈥檒l be wrestling with some hard questions about the responsibility of designers. How do you know if you鈥檙e designing for the greater good? What, if anything, should you do about it if you aren鈥檛?鈥 she says. 鈥淚t would serve the industry well if tomorrow鈥檚 developers and designers think about those questions when creating new systems for real people.鈥

Hiniker, who earned her Ph.D. in Human Centered Design and Engineering at the UW, was convinced to join the iSchool by a mission statement in the job call. 鈥淭he statement said they wanted someone doing work in design and technology in the service of social good,鈥 she says. 鈥淚 hadn鈥檛 seen that anywhere else: the values-first approach to technology and technology design.鈥

The new assistant professor, who worked as a Microsoft software engineer before doctoral studies, holds a master鈥檚 degree from Stanford University in education and a bachelor鈥檚 in computer science from Harvard University. Bringing the computational and human side of technology together at the iSchool is exciting, she says. 鈥淗uman-computer interaction is such a fun space to be in because the problems are so complex.鈥

She comes to the new job as a full-stack developer 鈥 someone knowledgeable in all stages of software development, back-end to front-end. 鈥淪ometimes exploring these questions means building a system-level tool to track a user鈥檚 device activity, and sometimes it means creating an easy, compelling interface. It鈥檚 useful to be able to do both.鈥

That deep expertise proves invaluable. 鈥淎lexis has very strong technical, design, quantitative, qualitative, writing, and communication research skills that are the perfect combination for researching innovative technologies that can make an impact in our lives,鈥 says Julie Kientz, associate professor in the department of Human Centered Design and Engineering, with adjunct appointments in the iSchool and Computer Science and Engineering.

Much of Hiniker鈥檚 work focuses on children. She won a prestigious Parent鈥檚 Choice Gold Award for a startup she co-founded called Go Go Games Studios. The startup created iPad games to help children with Autism Spectrum Disorders learn to recognize various features of objects around them.

She鈥檚 currently studying how to better incorporate children鈥檚 abilities and ideas into the technology they use, based on comprehension at various stages of development. Too often technology design for children is adult-centric, she points out. 鈥淐hildren don鈥檛 always interpret what I build in the same way that adults do. As a designer, I need to be able to take a step back from my own assumptions. Hands-on work with kids can really help.鈥

That hands-on work can be surprising, as she discovered last year in a participatory design workshop with 4- to 6-year-olds. 鈥淚 thought I鈥檇 define the topic and we鈥檇 stay on that topic,鈥 she says, laughing. 鈥淭hen I asked what tool should we build, and they said, 鈥楲et鈥檚 make a hurricane.鈥欌

Children of all ages have become avid users of technology, Hiniker points out. A study looking at low-income communities in America reported 75 percent of children had their own dedicated device by age 4. 鈥淢anaging our media consumption and choosing how and when to engage with technology has become an important life skill,鈥 says Hiniker. 鈥淲e want to support kids in developing these healthy habits early. But the way we have dealt with this as designers so far is to create parental controls with lock-out mechanisms 鈥 you can鈥檛 access this content or you can only use this thing for this amount of time. That approach doesn鈥檛 do anything to help children develop the ability to self-regulate their use of technology, which is what they will need as they grow.鈥

One 鈥渋ntentionality鈥 tool for kids she鈥檚 helping engineer is called Plan and Play. It helps preschoolers set up and stick to self-defined goals for entertainment consumption on their different devices. 鈥淚t鈥檚 an app about planning ahead, which can be hard for a 4-year-old to think through,鈥 she says. 鈥淲e鈥檙e worried about getting that piece right and building an interface they understand.鈥

Hiniker also focuses her research lens on families. In a study that garnered national attention, she and colleagues explored how parents and offspring increasingly struggle over the rules of technology use. The joint survey with the University of Michigan found children ages 10-17 agreed that while it was important to set and follow expectations, they were frustrated when the rules weren鈥檛 applied equally to parents. If they couldn鈥檛 bring their phone to the table, why could their parents? They also wished their parents wouldn鈥檛 text while driving. And they wanted their parents to please stop posting about them on Facebook without their permission. 鈥淭hat was top of their minds,鈥 says Hiniker.

As for her own home, Hiniker says she and her family 鈥 two small boys and a husband who鈥檚 a Google engineer 鈥 have little time for technology. In fact, she doesn鈥檛 even own a smartphone, she admits, pulling out a tiny, old-school Qualcomm 3G that fits inside her palm. It鈥檚 good for texting and talking and little else.

Hiniker looks at it and smiles. 鈥淭his doesn鈥檛 mean I鈥檓 not distracted by technology,鈥 she admits. 鈥淣o matter how many studies I run on this topic, I still seem to spend plenty of time checking Facebook.鈥