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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>E. Gunn. Digital detox: Media resistance and the promise of authenticity. Convergence :
journal</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1177/1354856519847325</article-id>
      <title-group>
        <article-title>Mobile Application of Information System for Smartphone Use Control</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yaroslav Neznaradko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lyubomyr Demkiv</string-name>
          <email>demkivl@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lviv Polytechnic National University</institution>
          ,
          <addr-line>S. Bandera Street, 12, Lviv, 79013</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <volume>8</volume>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>The context of this paper is related to smartphone usage. In the current era, smartphones become our daily drivers. People use smartphones anywhere and anytime. This technology gives us endless possibilities, but at the same time, it gives us high responsibility for our time and our intentions. There are numbers of research papers that proved that smartphones and social media on these platforms have a high impact on our professional and personal lives. Smartphone usage monitoring and control is one of the priorities to be productive on work and have good mental health. This paper introduces detailed implementation and design of smartphone usage control method. The output of this work is a publically released application, which is available for iOS and Android and available on the corresponding mobile apps markets Google Play and App Store. A static and informative website with all required information about the project was implemented and deployed to https://acture.app. The information system was designed from scratch. Firstly the competitor analysis research was done. As a result, five existing applications were reviewed. The next step was system analysis. The system analysis included: analytics of goal tree hierarchy, conceptual model development using a series of UML diagrams, defining functional and non-functional system requirements. The tools and method review was conducted after the system analysis. A toolset was created that included programming languages, frameworks, IDEs, databases, UI/UX tools and analytics tools. And the final step included implementation details and results analysis. Implementation details contained the mobile app screenshots and a detailed explanation of technical solutions. Another part of the last step was the result analysis, including the number of downloads, users feedback and overall system effectiveness. Users accepted the system positively, and the project has more than 15 000 downloads with more than 200 pieces of feedbacks. The project is active, and a development roadmap is created. Screen time, social network, apple screen time, google digital wellbeing, user interface, google MoMLeT+DS 2021: 3rd International Workshop on Modern Machine Learning Technologies and Data Science, June 5, 2021, Lviv-Shatsk,</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>play, digital</p>
      <p>wellbeing, pairwise comparison, app store, useful link, non-functional
requirement, google play console, android application, screen time
monitoring, digital
wellbeing application, quality criterion, foreground service, functional requirement, conceptual
model, application development
1. Introduction</p>
      <p>In 2020, the number of smartphone users was about 3.5 billion people, 44.87% of the world's
population. The data in different countries will differ in percentage, but the figure of 3.5 billion is quite
prominent. Almost every second person has a smartphone [1]. To set the research task, it is necessary
to consider the smartphone as a technology from its beginning. The exact date when the smartphone
appeared as such does not exist. After all, many consumer electronics companies, such as IBM,
Motorola, Nokia, Apple, produced similar cell phones, which were functionally close to a smartphone
[2]. But what distinguishes a smartphone from a regular phone? And why do most people associate the
Ukraine</p>
      <p>2021 Copyright for this paper by its authors.
advent of the smartphone with the release of the first iPhone? The answer is software and the
development of cellular networks. After developing 2G, 3G, 4G cellular networks and creating them,
in 2008, two and currently the most popular ways to distribute software for mobile devices were
launched: Google Play and App Store [3-4]. From 2008 to 2010, the transition in countries from 3G to
4G began [5]. During these years, the number of smartphone sales on both iOS and Android platforms
doubled and continues to grow today [6]. The smartphone, a technology that has emerged relatively
recently within the history of technology, has captured 50% of the population in such a short period of
12 years. What brings a smartphone into people's lives that almost every second person had this
electronic device in 2020? It is tough to list all the smartphone features now because there are many of
them. The correct way to record the possibilities is the division into categories.</p>
      <p>For example, consider the categories on Google Play.</p>
    </sec>
    <sec id="sec-2">
      <title>Examples</title>
    </sec>
    <sec id="sec-3">
      <title>Tools for drawing, art, design, sketching and colouring</title>
    </sec>
    <sec id="sec-4">
      <title>Car shops, car insurance, car price comparisons, road safety, car reviews and news</title>
    </sec>
    <sec id="sec-5">
      <title>Makeup lessons, hairstyles, tools for creating an image, cosmetics stores, makeup simulators</title>
    </sec>
    <sec id="sec-6">
      <title>Book readers, reference books, textbooks, dictionaries, thesauri, wikis</title>
    </sec>
    <sec id="sec-7">
      <title>Applications for reading or editing documents, order tracking, remote management, e-mail management, job search</title>
    </sec>
    <sec id="sec-8">
      <title>Games based on comics, comics</title>
    </sec>
    <sec id="sec-9">
      <title>Messaging, chat and instant messaging, dealers, address books, browsers, call management</title>
    </sec>
    <sec id="sec-10">
      <title>Finding a couple, romantic communication, building relationships, finding acquaintances, finding love</title>
    </sec>
    <sec id="sec-11">
      <title>Exam preparation, educational materials, dictionaries, educational games, language learning</title>
    </sec>
    <sec id="sec-12">
      <title>Streaming videos, movies, TV series, interactive entertainment</title>
    </sec>
    <sec id="sec-13">
      <title>Tickets to the cinema, concerts and sporting events, purchase tickets from intermediaries</title>
    </sec>
    <sec id="sec-14">
      <title>Banking, ATM search, financial news, insurance, taxes, asset portfolios and trade, commission calculators</title>
    </sec>
    <sec id="sec-15">
      <title>Recipes, restaurants, food guides, wine tasting and search, drink recipes</title>
    </sec>
    <sec id="sec-16">
      <title>Personal training, physical activity tracking, diet and nutrition tips, health and safety, and more</title>
    </sec>
    <sec id="sec-17">
      <title>Search for houses and apartments, repair, interior design, mortgage, real estate</title>
    </sec>
    <sec id="sec-18">
      <title>Software libraries, technical demos</title>
    </sec>
    <sec id="sec-19">
      <title>Style guides, planning weddings and parties, reference guides</title>
    </sec>
    <sec id="sec-20">
      <title>Navigation tools, GPS, maps, vehicles, transport, public transport</title>
    </sec>
    <sec id="sec-21">
      <title>References for medicines and clinical trials, calculators, manuals for</title>
      <p>medical institutions, medical journals and news</p>
    </sec>
    <sec id="sec-22">
      <title>Music services, radio, music players</title>
    </sec>
    <sec id="sec-23">
      <title>Newspapers, news aggregators, magazines, blogs</title>
    </sec>
    <sec id="sec-24">
      <title>Pregnancy, care for children of different ages</title>
    </sec>
    <sec id="sec-25">
      <title>Wallpapers, animated wallpapers, home screen, lock screen, ringtones</title>
    </sec>
    <sec id="sec-26">
      <title>Cameras, photo editing tools, photo management and sending</title>
    </sec>
    <sec id="sec-27">
      <title>Productivity</title>
    </sec>
    <sec id="sec-28">
      <title>Shopping</title>
    </sec>
    <sec id="sec-29">
      <title>Social</title>
    </sec>
    <sec id="sec-30">
      <title>Notepad, to-do list, keyboard, printing, calendar, backup, calculator, conversion</title>
    </sec>
    <sec id="sec-31">
      <title>Online shopping, auctions, coupons, price comparisons, product lists, product reviews</title>
    </sec>
    <sec id="sec-32">
      <title>Social networks, marks in places</title>
    </sec>
    <sec id="sec-33">
      <title>Sports news and comments, tracking the results of competitions,</title>
      <p>managing a fictional team, coverage of sporting events</p>
    </sec>
    <sec id="sec-34">
      <title>Tools for Android devices</title>
    </sec>
    <sec id="sec-35">
      <title>Travel booking tools, joint car trips, taxis, guides, information about local companies, travel planning tools, tour booking</title>
    </sec>
    <sec id="sec-36">
      <title>Video players, video editors, media storage</title>
    </sec>
    <sec id="sec-37">
      <title>Weather forecast</title>
      <p>You can also consider the categories of games on Google Play [7] as arcade, action, quizzes, puzzles,
casinos, casual, card games, training, table, racing, adventure, role-playing, simulators, family, verbal,
sports, strategy. From these categories, we can conclude that smartphones can be present in most human
activities, perhaps even in those where you do not need an Internet connection. It is even possible to
assume that you can pick up the phone in the morning, constantly interact with it throughout the day
and put it only in the evening before bedtime. All areas of life, from entertainment to work - are covered
by software that can be installed on a smartphone.</p>
      <p>This large number of categories can be divided into two main categories: tools and services (which
include means of consuming information and content or entertainment). From the first category,
everything is clear. Users use services when they need them, for example, ordering a taxi through the
application when you need to get home. It's just a clear and understandable use. But with the second
category, everything is a little more complicated. The second category includes social networks
(Instagram, Facebook, TikTok, Twitter, etc.), games, applications from news sites, forums. And as
studies show, users spend the most time in this category of applications [8, 9]. Before considering the
research results in more detail, it is necessary to introduce the concept of screen time, which is equal to
the active time spent by the user on the screen. If my phone was functional for an hour a day, then my
screen time for a day is 1 hour. Also, along with the screen time, consider the number of interactions
with the phone (for example, the number of lifts or the number of screens unlocks). Usually, these are
the applications that the user has used during this time, i.e. during user sessions. The description of the
smartphone usage session should include the beginning of the interaction and its end (unlock time and
lock time), i.e. timestamps, a list of applications that the user used during this session.</p>
      <p>So, according to research in the world, the average screen time including all devices (PCs, laptops,
smartphones, and smartwatches) is 6 hours 42 minutes, of which 3 hours 14 minutes - phone use. In
addition, it should be noted that the user spends 144 minutes from this time on social networks. So, to
sum up, during life, it is six years and eight months [8,9]. Interestingly, this time can be spent in different
ways. And here, it is essential not a quantitative but qualitative assessment of this time, which is
subjective, i.e. each user determines what is useful for him and what is not. Studies confirm that
excessive use of social networks and their use on a smartphone can negatively impact a person's
psychological health [10]. An objective assessment of service is the amount of information and its
variability. For example, you can read a book or view photos on Instagram and read political tweets on
Twitter. Of course, we can say that the book may not be helpful or unnecessary, but if the user reads
the reader on a smartphone, he has a limited amount of information that he can consume. And in the
case of Instagram, Twitter, TikTok, and Facebook - the situation is radically different.</p>
      <p>Social networks in 2020 are similar to slot machines [11]. And all because of an exciting way of
providing information. Information on popular social networks is presented in posts in an endless feed,
which can be updated. Thanks to machine learning algorithms and artificial intelligence, the meal is
created specifically for your interests. In addition, users have the opportunity to interact with posts, i.e.
to respond to them in the form of comments, preferences, distributions, and the authors of these posts
to receive information about interactions. The question arises: what are slot machines for here? Users
often abuse social networks because there is everything they like, and the brain selects the format of
interaction. The brain secretes dopamine when viewing the Instagram feed or when there is a
notification that the user has received a new message [12].</p>
      <p>But why is this so? Are all social networks and entertainment applications addictive? Of course not,
but the most popular ones, such as Facebook, have entire departments that deal with human psychology
and create more interactive user interfaces, making applications and websites addictive.</p>
      <p>Why does Facebook need this? Based on research and interviews with former employees of these
companies, Facebook aims to collect user data and, of course, personalized advertising [13]. These are
billions of businesses that make money on data collected from social networks. The capitalization of
the advertising market in social networks is $ 23.68 billion [14].</p>
      <p>Now you can go back to smartphones. Today, this device can easily fit in your pocket, and at any
time, less than a second, we can be online. Considering the prevalence of smartphones and the results
of research on smartphones in everyday life, and adding the coronavirus pandemic [15], the
development of tools and analysis to control and monitor screen time is relevant.</p>
      <p>The purpose of the task is to create a tool for planning intentions of the phone usage and monitoring
these intentions. It will reduce screen time and increase the efficiency and relative usefulness of the
time spent on the smartphone. The object of study is user behaviour during use smartphone and the
purposes for which users use the smartphone. The subject of research is the process of beginning
interaction with a smartphone, namely it’s unlocking. The practical value of the work is to create an
application that assists the user in the intended use of a smartphone in an era when the user's attention
is a product for some companies. The relevance of the work has been confirmed by several scientific
publications on the impact of modern social networks and the capabilities of smartphones on human
health. The result is a developed application Actuflow, which is designed to plan using a smartphone,
available on the two most common mobile platforms: iOS and Android. More than 15,000 users
installed the application. Many users have reported a reduction in screen time of about 30% (while
using the application). In addition to reducing time, users have reported a reduction in the impact of
distractions to range in notifications and messages from other applications.</p>
      <p>Approbation of the results was conducted on popular platforms for distribution of applications
(ProductHunt, Betalist, HackerNews, Reddit) and after the marketing campaign collected user
feedback, confirming the efficiency of the implemented method, accordingly, the information system.
The application has repeatedly been recognized as one of the best applications of the month in 2020.
2. Related works
2.1. Existing approaches and methods of screen time control</p>
      <p>After receiving the research results showing the direct impact of excessive use of social networks
and other entertainment applications on users, various methods began to appear to help reduce this
impact. Between 2010 and today, several publications have emerged on how to minimise the impact
and how to use this technology properly. It is worth noting that most of these works apply not only to
smartphones but in general to all devices that allow you to use the Internet. One of the first is the
American journalist Nicholas Carr, who described in detail how the use of the Internet affects our brains
[16]. Also worth noting is the work of Calvin Newport, an associate professor of computer science at
Georgetown University. In his first book, he set himself the task of helping information workers (he
calls them in his book "knowledge workers") to make their work process and work more productive
and to reduce the number of distractions [17]. And in the second book, Calvin Newport collected ways
and methods of controlling the use of devices in everyday life [18].</p>
      <p>After reviewing all the methods, they can be divided into several categories: changing device settings
to reduce the number of distractions, monitoring and controlling screen time, periodic restrictions on
device use and work with usage habits (gaining useful patterns and getting rid of harmful ones). It
should be noted that some of these methods may involve the use of specialized software, and some do
not require the installation of additional software in the form of applications.</p>
      <p>Before considering each of the methods, it is necessary to determine the range of smartphones in
question. We are talking about smartphones on the platform iOS and Android because these platforms
together occupy more than 90% of the smartphone market</p>
      <p>Existing smartphone settings from the OS</p>
      <p>Consider the first method – device settings changes to reduce distractions. Distractions, the source
of which is a smartphone, are one of the ways to interact with a smartphone, namely the notification
mechanism and the user interface itself.</p>
      <p>A notification is a sound signal and a vibrating alert about an event in an application. Each
application can send messages at the right time. For example, it can be a notification about releasing a
new video on your favourite channel on YouTube or information about a bank transaction after payment
by card in the store. Notifications occur when the application decides. It is what creates a distraction or
unwanted reminder. For example, a user is working at work and has granted permission to the YouTube
application to notify him of new videos that may interest him. The YouTube application, in turn, does
not take into account what the user is doing now and can send notifications when the user does not need
this notification. When the information is triggered, the user does not know what application it is and
is forced to be distracted because it can be an important notification. But the price of this distraction is
25 minutes. It takes precisely 25 minutes to return to work after a distraction, as determined by
researchers at the University of Irvine [19]. Even before this study, operating systems set the so-called
"Do Not Disturb" mode and complete control of permissions over notifications, which applications can
send and which statements. Configuring these operating system features allows you to leave only the
most critical messages. However, users often ignore this and allow all applications to send all kinds of
notifications. In addition to notifications, the user interface itself has a reasonably high distraction. After
all, in the user interface, especially on the iOS platform, you can see the number of missed notifications
from the application [13]. They look like red round lights next to the app icon. It, in turn, gives signals
to the brain that this is something important. When, for example, a user wants to route home in the
navigation application, he may notice that one of the social networks has a missed notification. It may
indicate a reaction from other users on the network to his message or post. Research says that the social
reaction is a high priority for a person, and most likely the user will first view the reaction to his post
on the social network and only then build a route [13]. Therefore, OS on both platforms can adjust
colours and allow you to disable such indicators altogether. An intelligent way to reduce the interactivity
of a smartphone is to put it into mode shades of grey. Users who have enabled this mode indicate a
significant reduction in screen time.
2.3.</p>
      <p>Monitoring and control of indicators and temporary restriction of use
The screen time indicator and its derivatives, in the form of the number of interactions with the
smartphone and the list of applications, are quantitative indicators that can be monitored. Surveillance
can be carried out both with the help of special software and through planning outside the smartphone.
There is special software that provides analytical data on-screen time in reports, charts and graphs. In
addition, there is software that allows you to set usage limits, and after the limit reminds the user of the
boundary or prohibits use. Some smartphone manufacturers, such as Google and Apple, have
preinstalled monitoring and control applications. For example, Google has Digital Wellbeing on its
smartphones, and Apple, in turn, has a Screen Time app on its iPhone.</p>
      <p>The main functions of these two pre-installed applications are to provide the user with data about its
use (screen time and several interactions) in the form of diagrams and historical data.</p>
      <p>Monitoring and control can be carried out without being based on quantitative indicators. The
method of so-called digital detox is quite prevalent [21]. The essence of digital detoxification is to turn
off all notifications and completely abandon devices and gadgets. This method has its results and works
quite well for users who do not want to keep track of their screen time. Often users decide to perform a
digital detox based on their feelings. Digital detoxification has a relatively positive effect, but it can be
too radical for some users, as users often need to stay in touch. Of course, there is also special software
that can help with this. For example, the well-known smartphone manufacturer OnePlus has
preinstalled the so-called Zen Mode on its smartphones.</p>
      <p>This mode disables all communications in smartphones for a short time, for a so-called digital detox.
This kind of mobile application is not the know-how of One Plus because there are analogues. But when
a manufacturer and OS developer manage such development, it has more authority than a third-party
developer. But the presence of specialized software is not required for a digital detoxification.
2.4.</p>
      <p>Habits and patterns of use</p>
      <p>Given the specifics of the human brain, a person adapts to a specific type of activity and performs it
as a habit. It is exactly what happens when using a smartphone [16]. Usage habits create most behaviour
patterns with a smartphone. These habits a person categorizes as beneficial and harmful, based on their
feelings. But, users want to get rid of certain routines, and some, on the contrary, want to get. For
example, many people experience the phenomenon of procrastination. That is, postponing the case for
later. Historically, people have frequently been procrastinating, but recently a smartphone has been
present in our procrastination. After all, the smartphone has entertainment that can be more interactive
than, for example, paying bills. So many people want to get rid of procrastination on a smartphone.
There are many exciting ways to get rid of this. For example, do not take your phone to work or use the
Forest application. It is an application that helps to develop the habit of not taking your smartphone
while working. The application offers to set a timer, which metaphorically means a planted tree. If the
user exits the application by the end of the set timer, the tree will not grow. This simple metaphor is
very effective, and it helps many Forest users [28].</p>
      <p>Accordingly, the opposite example of a habit you want to get rid of Studies shows that users often
use their phone before bed, which can affect sleep health [22]. So you cannot take the phone in bed and
use a mechanical or electronic alarm clock. Or you can use the option of pre-installed applications from
Google Digital Wellbeing and Apple Screen Time [25, 26]. Namely, Bedtime mode. For this mode, the
user selects the desired hours of sleep, and during these hours, the application disable all notifications
and can also remind of this mode and make the screen black and white.
2.5.</p>
      <p>Specialized software for smartphone usage control</p>
      <p>Methods of controlling the use of a smartphone were considered, some of which do not require
additional software, and some include the use of other software. One of the aims of this study is to use
specialized software for such needs. So it is worth considering this kind of software and compares
existing solutions in more detail. It is necessary to determine the parameters of software comparison by
which the comparative analysis will be performed. A small study of existing comparisons of software
products in the categories of performance and screen time monitoring was conducted to select the
parameters of comparisons.</p>
      <p>Based on this study, applications will be compared according to the following parameters:
 Availability on platforms;
 What method of control is implemented;
 Basic functions;
 Additional features;
 Privacy and user data transactions;
 Usage price or monetization;
 Relative efficiency (based on feedback);
 Application design;
 The number of installations and user rating.</p>
      <p>Applications to be considered:
 Google Digital Wellbeing [25];
 Apple Screen Time [26];
 Torque [27];
 Forest [28];
 Before launcher [29].
2.5.1. Google Digital Wellbeing</p>
      <p>In August 2018, Google released the Digital Wellbeing application, which is exclusively
preinstalled on Pixel smartphones sold by Google. The primary function of the application is to provide
the user with detailed reports on his screen time. Google is not the first company to make such an
application on Android. For example, in 2017, the StayFree application was released by developers
from Turkey. But the reference function whose primary function is screen time monitoring is Digital
Wellbeing because Google is the owner of the Android OS and has more authority to develop
applications that can be installed on phones by default.</p>
      <p>The application has many additional features, such as limiting the use of specific applications (Fig.
4), "concentration mode", and released in 2020 "bedtime". Limiting the time of use of a particular
application is implemented as follows. The user in the Digital Wellbeing settings selects the application
by how the application can be any, i.e. even the Camera or Phone and sets the time limit. After that, the
application in the background counts the amount of time spent in the application and, upon the
occurrence of the limit set by the user, notifies the user about exceeding the set limit. It is also possible
to configure parental controls (control the child's device from the parent device).</p>
      <p>The "focus mode" function works as follows. First, the user determines when he wants to enable the
mode and selects a list of applications to which access will be blocked. The mode can be enabled
ondemand or about the hours selected by the user, during the operation of the method, when opening
applications from the list specified by the user, the Digital Wellbeing application reminds the user that
the concentration mode is now and will allow you to enter the application urgently for a limited period
of 5 minutes. The sleep timer feature was created to prevent the phone from being used at night and in
the evening. It works as follows the user selects the desired hours of sleep, and during these hours, the
Digital Wellbeing application will turn on the no disturb and change the screen mode to black and white.</p>
      <p>As mentioned above, the Digital Wellbeing application has the advantage that it is developed by the
operating system's vendor, which provides additional development capabilities.
2.5.2. Apple Screen Time</p>
      <p>Earlier than Google, Apple, together with the release of the first beta of iOS 12 in June 2018, releases
a new standard application, Screen Time, which is part of the operating system (part of the settings).
After the release of Screen Time, the problem of high screen time attracted the attention of the world
community. After all, the application is pre-installed on all iPhones that have iOS at least 12 versions.
The application's primary purpose is to provide users with data on their screen time and smartphone
usage. Of the additional features, Apple Screen Time has a similar function as "sleep time" in Digital
Wellbeing, called "Downtime", the ability to set limits on the use of specific applications and the
process of "parental control". In contrast to Digital Wellbeing's "sleep time" the Downtime feature
includes a do not disturb mode and allows notifications from the selected list of applications that the
user has previously established for this model. But the limiting function and the "parental control"
function have a slightly more straightforward configuration interface than in the case of Google Digital
Wellbeing.
2.5.3. Moment for iOS</p>
      <p>Moment app for iOS and Moment Health Inc. from California, USA, were among the first to develop
applications for screen time monitoring. And to be precise, this application was made by Covin Holesh,
developer and designer. The moment was created much earlier than Apple Screen Time and Google
Digital Wellbeing, namely in 2014 (i.e. even earlier than analogues on Android).</p>
      <p>The primary function of Moment is to monitor and report the user's screen time. Thus, the Moment
application can be called a kind of pioneer of screen time monitoring applications.</p>
      <p>In addition to the monitoring function, Moment has many additional parts that Apple Screen Time
and Google Digital Wellbeing do not even have. But this functionality is paid. The moment opens up
other features for $ 4.99. These include daily limits on screen time, notifications of usage limits, an
analogue of Google Digital Wellbeing's "concentration mode" - "Screen-Free time", and the ability to
collaborate with friends or family. The ability to collaborate was a prevalent feature that helped to
collectively monitor screen time, which increased the effectiveness of such monitoring.</p>
      <p>But one of the advantages of the Moment application is the presence of so-called coaching. It is an
opportunity to purchase a training course, which in detail acts as an assistant in the application over
time, which helps to acquire or get rid of a specific habit. In addition to classes, Moment has tips and
advice on using a smartphone. There are free, and there are paid courses. The average price of the
methods is $ 9.99. In addition to coaching, a promising feature turns the reduction of screen time into a
collaboration between colleagues or family members, but this feature is also paid. We can say that
Moment implements a hybrid model, i.e. monitoring and limiting and working with habits.
2.5.4. Forest</p>
      <p>The Forest application belongs to a group of applications that focus on forming usage habits or the
deprivation of usage habits. The Forest application is a product of the Taiwanese company Seekrtech.
Like Moment, it specializes in health software. The Forest application has already been mentioned as
an example. Still, it is worth considering it in more detail because Forest users report a reduction in
screen time and improved productivity at work. The reason for this is that the Forest application
implements the Pomodoro method, i.e. the method of interval work [23]. Due to the successful metaphor
and visual aspect, the application is considered one of the benchmarks of performance applications.
And all because of its simplicity and efficiency.</p>
      <p>The primary function is to set timers during which an imaginary tree grows in the application. If you
start using a smartphone (exiting the application) before the timer ends, the mythical tree in the
application will not succeed. Another application has a statistics function implemented in the garden
format, which is created from these timers. Due to the implementation of the so-called gamification
(English gamification) in the application are many free analogues. Still, thanks to the exceptional design
and elements of the game, the Forest application is unique.
2.5.5. Before launcher</p>
      <p>The latest application focuses on personalizing the Android operating system's interface to reduce
screen time. A small group of enthusiasts Before Labs from Oregon, USA exclusively for Android,
developed the application. The application's primary purpose is to replace the standard launcher of the
Android operating system with a launcher, which is designed to be convenient and less distracting the
user from his goal. Studies show that the system interface has a strong influence on user behaviour [13].
Therefore, Before the launcher changes the interface of the Android launcher so that it leaves only the
names of applications on the desktop and a list with a search in which only the names of applications
without icons will be displayed, in addition, with the pro version, the user can change the terms of
applications, group them, hide applications from the list. An additional feature is the notification filter.
Swipe left Before the launcher opens a window where you store filtered notifications from applications
that the user has chosen to filter.</p>
      <p>Working on the visual aspect of the Before launcher allows you to reduce the impact of bright
interfaces. And thanks to the notification filter, it will enable you to ignore unnecessary notifications
without excluding them and in addition. Still, it is also essential to store filtered reports in one place.</p>
      <p>Before, labs are not the first company to make and work for us minimalist launchers for Android.
But it was they who managed to find a balance and leave what was necessary.</p>
      <p>Before the launcher confirms the importance of the user interface and its impact on screen time and
the habits that this interface creates.
2.5.6. Comparison of existing software</p>
      <p>The results of the comparison of the predefined parameters are shown in the table.</p>
    </sec>
    <sec id="sec-38">
      <title>Before</title>
      <p>launcher</p>
    </sec>
    <sec id="sec-39">
      <title>Android</title>
    </sec>
    <sec id="sec-40">
      <title>Forest</title>
      <p>habit habits
limitation
monitoring
Display on- Personalization
screen time to reduce
reports and distractions
limit from the
application interface
usage time
"Screen free Notification
time", filter
collaboration
with friends
or family,
coaching
collects collects
personal anonymized
data analysis of the
provided use of
during application
registration functions.</p>
      <p>and
anonymized
screen time
data</p>
    </sec>
    <sec id="sec-41">
      <title>Free in-app</title>
    </sec>
    <sec id="sec-42">
      <title>Contains purchases,</title>
      <p>paid features namely the Pro</p>
      <p>from version for $
$ 4.99-$ 4.99</p>
      <p>14.99
Thanks to The user also
the hybrid reports a
model, the reduction in
application is screen time
effective not over prolonged</p>
      <p>only in use.
short term.</p>
      <p>This section discusses methods and approaches to solving such problems, using special software and
processes that do not require additional software. A comparative analysis of applications that solve the
described problem was performed. It can be concluded that the availability and effectiveness of
applications depend on the platform. It is possible to notice that the companies owning platforms that
is Google and Apple also have the applications as a part of OS that means that the companies invest in
an existing problem and urgency of a problem is high. But on both platforms, some applications
implement one or another approach to solving the problem.
3. Material and methods
3.1. System analysis of the object of study</p>
      <p>After reviewing the existing ways and methods of solving similar problems with screen time and
excessive use of smartphones at work or in everyday life, a systematic analysis of study object and area
subject was conducted.
3.1.1. The general purpose of operation</p>
      <p>To comprehensively outline the essence of the system, it is recommended to describe the general
purpose of the system and apply the goal tree method to specify the general sense of the system and
conduct a technique of hierarchy analysis to determine the type of system, which can then be used for
further decisions in system architecture. The general purpose of functioning is to create an information
system to help users develop a habit of planning their use of the smartphone just before using it.</p>
      <p>The tree of goals in Fig. 9 has three levels: the general-purpose, aspects of the general-purpose, their
sub-aspects, and the criteria defining the system's quality of functioning.</p>
      <sec id="sec-42-1">
        <title>The main aspects of the general goal:</title>
        <p> Problem analysis.
 Architecture design.
 System implementation.</p>
        <p>The problem analysis is a detailed study of existing software and research related to screening time
and ways to interact with a smartphone. It is necessary to consider each aspect in more detail. The
correct analysis of existing solutions and research can provide useful information that can be used in
future decisions that will already relate directly to the system. Sub-aspects of the “Problem Analysis”
aspect: analysis of research in the field of screen time influence, review of applications for screen time
control. The criteria of the first aspect are relevance and completeness. Relevance is an important
criterion because the development of performance applications involves creating applications for
current methods to increase productivity and reduce screen time. No less critical parameter is
completeness because it is a completeness that determines the extent of the developed system.</p>
        <p>The next aspect is the design of architecture and works planning. This aspect is essential because it
is during the application architecture design that important decisions are made, which then affect future
development. And with proper work planning, you can avoid deadlocks during development, which
arise due to incorrectly constructed dependencies on the problem and the unfair distribution of time.</p>
        <p>It is divided into three sub-aspects: choice of tools, implementation, testing. Sub-aspects of this
aspect are the decomposition of problems and the creation of a conceptual model. The criteria for this
aspect are flexibility and quality. The last aspect is the implementation of the application, i.e. the system.
The criteria of the latter aspect are reliability and convenience. There are the following types of systems:</p>
      </sec>
      <sec id="sec-42-2">
        <title>There are the following types of alternatives for the developed system: Information reference system (A1); Intelligent system (A2); Information control system (A3).</title>
        <p>Accordingly, there are criteria for system quality:













</p>
        <p>K1
K2
K3
K4
K5
K6</p>
        <p>Information retrieval;
Information reference;
Information managers;
Intelligent systems;
Decision-making systems.</p>
      </sec>
      <sec id="sec-42-3">
        <title>Relevance (K1);</title>
        <p>Completeness (K2);
Quality (K3);
Flexibility (K4);
Ease of use (K5);</p>
        <p>Reliability (K6).</p>
        <p>The following steps are to build a matrix of pairwise comparisons of criteria. And the calculation of
eigenvalues (HF) and vectors (HV). Expert assessment is made using the relative importance scale of
priorities from 1 to 9 (according to the scale of pairwise comparisons of T. Saaty).</p>
      </sec>
    </sec>
    <sec id="sec-43">
      <title>Matrix of pairwise comparisons of criteria K1 1/3 1</title>
      <p>1
6
7
7
K2
3
1
4
1
6
4
K3
1
1
1
1/4
1/4
1/4
K4
1/6
1
4
1
6
1/4
K5
1/7
1/6
1
1
1/6
1/2
K6
1/7
1/4
4
4
2
1
HF
0.46
0.38
2
1
2.8
0.97</p>
      <sec id="sec-43-1">
        <title>To calculate the eigenvalues (HF), use the following formula:</title>
        <p />
        <p>HF= √∏ =1</p>
        <p>The following steps are to build matrices of pairwise comparisons of alternatives for each selected
criterion and the primary goal.</p>
        <p>HV
0.06
0.05
0.26
0.13
0.36
0.12
(1)</p>
        <p>The last step is to build a matrix of comparisons of alternatives. Its result determines what type of
information system is needed for implementation.</p>
      </sec>
      <sec id="sec-43-2">
        <title>After analysing the hierarchies, the following results were obtained:</title>
        <p> Information search system - 0.16.
 Intelligent system - 0.20.
 Information management system - 0.51.</p>
        <p>Therefore, this system is an information management system.
3.1.2. System quality criteria</p>
        <p>Quality criteria must be defined in such a way that they can be measured. But the added complexity
of this system is that its quality criteria are subjective and, like the quality criteria of implemented
systems, are difficult to calculate for performance or health. For example, reducing screen time does
not guarantee system quality, and increasing screen time does not guarantee system inefficiency. The
best criterion for the quality of the newly created system may be to reduce the number of cases when
the user was distracted from the goal he set before using the smartphone, but this metric is difficult to
calculate. Therefore, for simplicity, it is necessary to choose as a criterion of quality changes in screen
time and user interaction with the system (how much the user follows the new method of using a
smartphone).
3.1.3. Options for achieving the goal</p>
        <p>There are several options for achieving the goal based on the resources and limitations of the
platforms for which the system is designed. One of the options to achieve the goal is implementing a
simple application through which the user would use as a scheduler of screen time and actions in the
smartphone. But this option has a significant disadvantage, which is the complexity of use. After all,
the main idea is to use an additional level or a step before you start using a smartphone. And forcing
the user to go to the application every time you use a smartphone is not a good practice and a good idea
in general. Another way to achieve the goal is to use the operating system to show an element of the
application or the application itself immediately after unlocking the smartphone. The second option to
achieve the goal seems acceptable, but it is worth considering the limitations of the OS.</p>
        <p>Given that Apple has specific restrictions on opening applications and pop-ups in the system and
restrictions on monitoring the events of unlocking the smartphone on Apple, it is necessary to
implement another option with the application. But in the latest release of iOS 14, Apple announced
desktop widgets that are ideal for this purpose. On Android, it is possible to show pop-ups immediately
after unlocking. Given the limited number of options to achieve the goal and limit the OS, both options
are implemented depending on the OS.
3.1.4. Limits of system functioning</p>
        <p>The user himself plays an essential role in the proposed system. However, there are always
difficulties in defining boundaries in health software development, as systems can only notify and
provide a tool. Therefore, the user is forced to make decisions or follow recommendations and whether
the indicators monitored by the system are acceptable to him. That is, the boundaries of functioning do
not go beyond the assistant. The system only provides an interface that reminds the user of a slightly
different way of using the smartphone and monitors its progress. The user decides how much this
method offered by the system costs him.
3.1.5. Decomposition criteria</p>
        <p>The new system is easily decomposed according to the criteria of the tasks formed from the tree of
goals. When decomposing the system into elements, it is necessary to do the decomposition so that the
system's components are as independent as possible and have a clear way of communication and
interaction. Decomposition is relatively primitive:
 An element of the system responsible for assisting the user in setting goals immediately before
using the smartphone;
 The system element that is responsible for historical data, i.e. the user's previous plans and their
execution;
 Data visualization and representation element;
 Reminder item;

</p>
        <p>Settings item;</p>
        <p>Element of education.
3.1.6. Data flow in the system</p>
        <p>Given the simplicity of the goals in the system will be a primitive data flow, which the user must
transparently manage. After all, the purpose of using a smartphone is the user's private information. The
user's natural language is written in any form, which plays the role of a plan of use should be stored on
the user's device and not transferred to third-party resources or stored elsewhere than on the user's
device because one of the purposes is privacy and transparency. Only the application and the user have
access to the data.
3.1.7. System analysis of the object of study and subject area</p>
        <p>Given the existing software in the form of applications were discussed in section 2. It can be noted
that it partly focuses on monitoring screen time and neighbouring indicators, and part focuses on the
aspect of time that the user spends outside the smartphone. The existing systems are more focused on
time outside the smartphone and create an association of "more = worse". But current applications do
not cover the element of conscious and intentional use. The screen time indicator is conditionally
seconds, but what actions the user does during this time is not covered by the screen time and the timers
that need to be set to "lock" the smartphone. Monitoring of screen time, its limitation and setting interval
timers for not using a smartphone during them do not consider the qualitative aspect of estimating the
time spent behind the screen. It is the key to some users. Because for some users, the association of
longer screen time does not mean worse time spent. And it is this shortcoming that the developed system
is trying to correct by introducing an additional indicator and a slightly modified way of interacting
with the smartphone, which is to plan the actions that the user will perform while using the smartphone.
And this planning in the developed system takes place just before using the smartphone. So the purpose
of the system is to provide the user with a way to qualitatively measure and plan their screen time,
which existing analogues do not currently offer.</p>
        <p>The proposed system should slightly modify, possibly complicating the existing way of using a
smartphone. For example, when a user wants to use a smartphone function, he does not formalize or
record his intention in any place (only in his head). And given the number of time users spend using a
smartphone, it can't answer how many times a day it has been distracted from its original purpose
because most of our interactions with a smartphone are based on habits.</p>
        <p>The ideal place and time for planning is the time after unlocking the smartphone. At this point, the
user has already started using the smartphone and intends to perform a list of actions. It is worth noting
that at this point, the system should start functioning. To better understand all aspects and nuances of
the developed product, it is necessary to consider it a system. To do this, use the methods of system
analysis [30] and warehouse development [31-35]. Its essence is to consider the idea and the product as
a system consisting of elements that interact with each other. To perform system analysis, it is necessary
to define how the principles of the system are implemented in this project.</p>
        <p>The principle of the ultimate goal is defined by defining the overall purpose and constructing a goal
tree. Finally, the general sense is formed and will help to shape the habit of smartphone users.</p>
        <p>Principles of unity consider the system as a whole and as a set of elements of the system. The
habitbuilding application has only a few aspects of the system that follow a general goal. The aspect of
assistance is intended to modify the smartphone user's experience. The aspect of notifications is
intended to remind the user of his purpose. The element of analytics and reporting should show the user
his progress. Each element has separate functions, but the general position is not inherent in any
different part. The principle of connectivity indicates considering each part of the system along with
the connections from its environment. For example, the analytics element is directly dependent on the
assistance element, and the notification element is directly dependent on the analytics element. That is,
the elements of the system are connected and exchange data or signals during the operation of the
system. The principle of modular construction means the possibility of decomposition into separate
modules that can be used separately. Therefore, the system is divided into modules by elements. The
system can only function with the assistance module, the analytics module and the notifications module
can be used at the user's discretion.</p>
        <p>The principle of hierarchy requires the system to have a hierarchical structure. That is, the elements
of the system must be arranged in order of importance. Thus, for example, assistance is the essential
element of the system, followed by analytics and the last component of notifications.</p>
        <p>The principle of functionality is based on the principle of hierarchy, and the functional requirements
for the system were built based on the built order. The principle of development indicates the need to
consider the variability and expansion of the system, the possibility of growth or replacement of parts,
the accumulation of information. This principle is implemented in the system by minimizing the
responsibility of the elements of the system. Each component is responsible for one action. The system
can be expanded simply by adding new elements. The principle of decentralization in the management
of the system, the relationship between centralization and decentralization, is determined by the purpose
and purpose of the system. The system tends to decentralize, but in the first implementation, the system
is centralized, which gives its advantages. On the other hand, working with data in the system is isolated
and can easily change or expand in the future. The system maintains a balance between centralization
and decentralization through clear communication of elements and the absence of the core system.</p>
        <p>The principle of uncertainty and randomness must be considered when determining the strategy and
tactics of system development. By implementing a transparent process of working with data and a
reasonably simple interface in indefinite and random leave, the system can change flexibly because its
functions are essential in implementation.
3.2. Statement and substantiation of the problem
3.2.1. The purpose of development</p>
        <p>They are analysing existing applications for screen time control, habit formation, productivity
improvement. But after lengthy personal testing and based on market needs, which has been analysed
based on the primary analysis of the latest literature, namely the work of Kel Newport [18]. It is evident
that existing applications do not cover the planning and control of conscious and targeted use. Of course,
existing applications are practical, but after personal experiments with minimal prototypes, it was found
that combining all methods is much more effective. And the purpose of the development is to develop
a simple application to increase productivity by scheduling sessions [36-38], which will be
selfsufficient and an excellent additional component for screen time and performance monitoring systems
that users already use. In addition, the specifics of existing applications were taken into account, namely
the principles of data handling and data privacy and security. Most current applications abuse
midapplication analytics and the collection of users' data, and the newly created system should cover the
aspect of data privacy and security [39-50]. Finally, it is worth noting that the purpose of the
development is not commercial but even more charitable, to create an accessible tool to control and
draw attention to the abuse of smartphones and high screen time.
3.2.2. Description of purpose</p>
        <p>The app system is intended for users interested in scheduling their usage time and users interested
in reducing screen time [51-62], and users who wish to experiment with their screen time to determine
their habits and analyse distractions while using a smartphone.
3.2.3. Place of application</p>
        <p>The application to increase the smartphone's performance or reduce the screen time has a prominent
application like most applications to improve performance. The central location is the scripts and places
of use of ordinary users. Preferably it is either working or non-working time depending on the goals of
the user and the nature of his activities.
3.2.4. The rationale for the development and implementation of the system</p>
        <p>The problem of abusing a smartphone is relatively new, as the technology has emerged and spread
relatively recently. Research confirms a direct link between mental health and the abuse of certain types
of applications, and some statistics show that screen time is on the rise. The spread of the latest Internet
networks and the high popularity of social networks and online entertainment services do not pose such
a threat. Still, when abused, they hurt users of all ages. Using the smartphone's capabilities, there is an
opportunity to slightly modify the user experience and thus draw his attention to potential problems that
the user may overlook. Since the end of 2018, there has been some impression of relatively large
products of corporations such as Facebook and Google, and it reads as follows: "If you do not pay for
the service or product then you - the user is the product" and this impression is not unreasonable [13].
Contextual advertising, the creation of personalized news feeds that can influence user behaviour, all
these events, and the modern design of some services are aimed at the user's attention. These factors
mean that some software is created to distract the user. And given the relatively small number of
applications, performance techniques that help control this impact, the development of this application
system is entirely justified, even for charitable purposes.
3.2.5. Expected effects from the implementation of the system</p>
      </sec>
      <sec id="sec-43-3">
        <title>Several results are expected from this system:</title>
        <p> The result of drawing attention to the issue;
 The impact of applying the method to users;
 The effect of motivating users to acknowledge the problem with screen time.</p>
        <p>The effect of attracting attention is the application's ability to show obvious cases of user distraction
when using a smartphone for secondary purposes, which are provoked by notifications from other
applications or the interface of the operating system. Due to such a simple demonstration, this
application can be easily used for experimental purposes for research. It is also attracting the attention
of researchers and developers, and designers who can design slightly different user interfaces that will
be more focused on creating a productive environment. Applying the method to users is to change the
indicators of screen time and relative productivity of the user during operation. This effect directly
depends on user feedback. The effect of motivating users to acknowledge the problem with screen time
refers to users who did not recognize or did not think about high screen time. This type of user should
get an answer to the question, "Am I distracted by non-priority things or things I didn't plan to do during
the usage session?"
3.3.</p>
        <p>Development of a conceptual model of the system</p>
        <p>Before you develop a system, you should create and specify the conceptual model of the system.
The conceptual model should closely intersect with the requirements of the system. First, it is worth
noting the vital root requirements for the system. The plan is to be implemented in the form of a mobile
application (application), which must be available for both Android [63-64] and iOS [65]. The functions
of the system must be implemented based on the limitations of the OS. That is, it is assumed that
applications for different operating systems may differ. But in addition to this technical point, it should
be noted that this system can be implemented without a specialized application. The system can exist
without an application and can be implemented by alternative methods on other platforms. One of the
plan's other goals is to disseminate the idea, so it is mandatory to create a module that explains and
gives the concept behind the application.
3.3.1. Description of system functions and structure</p>
        <p>One way to describe the functions of the system is user history [24]. User stories quite closely
intersect with the needs of the user.</p>
        <p>If the user stories are formed correctly, the developed system has fewer chances of fulfilling users'
expectations.</p>
        <p>1. As a user, I want to control when I use a new approach to using the system and when not in mode.
As an example, flight mode.</p>
        <p>2. As a user, I want to write down my goal of unlocking the smartphone immediately after opening
it or after clicking on the appropriate user interface element.</p>
        <p>2.1. As a user, I want to skip recording the purpose of unlocking the smartphone.
2.2. As a user, I want to view the time of missed fillings of unlocking goals.</p>
        <p>2.3. As a user, I want to create a reminder about the original unlock goal and select a time interval
when this reminder will be received.</p>
        <p>2.4. As a user, I want my entries or record skips to have start timestamp and end of session timestamp
(phone lock).</p>
        <p>3. As a user, I want my entries to be logged.</p>
        <p>3.1. As a user, I want my recordings to be stored exclusively on my device and not passed on to third
parties.</p>
        <p>4. As a user, I want to be able to view my records as magazine.
4.1. As a user, I want to be able to filter records by date.
4.2. As a user, I want to be able to update the bog entry.
4.3. As a user, I want to be able to view the timestamps of records.
4.4. As a user, I want to be able to delete entries.
4.5. As a user, I want to be able to mark records as successful and unsuccessful.
5. As a user, I want to have visual reports about my records or their absence.
6. As a user, I want to be able to disable skipping goal entry.
7. As a user, I want not to set a timer for unlocking purposes.
8. As a user, I want to get an answer to a question for frequent answers.
9. As a user, I want to know more about the project.</p>
        <p>10. As a user, I want to leave a comment or share my experience.
3.3.2. Input and output data of the system and the main essence of the system</p>
        <p>The main essence of the system is the intention or purpose that the user writes down.
3.3.3. Functional requirements</p>
        <p>Functional requirements describe the actions of the system both inside and outside the system, i.e.
what the system should do, in contrast to non-functional requirements, which describe what the system
should be [24]. Thus, functional requirements intersect closely with user histories, but operational
requirements are more specific, and they complement user histories with technical details.</p>
        <p>The functional requirements for the application are as follows [66-68]:
1. Regardless of the OS, user input data in the arbitrary text must be stored in a database stored on
the user's device.</p>
        <p>2. Each time a user requests data about his session records, the application must make the necessary
queries to the database and translate the response to the database into an internal type or class that will
be described in a programming language.</p>
        <p>3. When setting the timer by the user using the software interfaces of the OS, the application must
schedule notifications through the notification scheduler for the time selected by the user.</p>
        <p>4. The application should change the method of use only after explicit confirmation by the user to
activate the mode.</p>
        <p>5. If the user does not fill in the unlock goal (this is possible due to OS restrictions), the system
recognizes how the user avoided the record and writes it to a record that does not contain the goal. That
is, the system does not differentiate filled and unfilled sessions into different types.
6. If the user wants to add a label to the session, the system saves the label in a text box.
7. Specific requirements for iOS: clicking on the widget redirects to filling out the session plan.
8. Specific requirements for Android. After each unlocks of the smartphone, the application shows
its interface in the foreground.
3.3.4. Non-functional requirements</p>
        <p>Non-functional requirements describe the attributes of the system and not its actions.
Non-functional requirements are as follows:
1. A mini-portal should be developed with static information about the application in links to Google
Play and App Store and information about the idea, frequently asked questions, and links to support the
project. The developed site must have usage analytics connected.</p>
        <p>2. The application must be available for download on the appropriate platforms Android - Google
Play, iOS - App Store.</p>
        <p>3. The minimum version of Android for the application on Android 7.0.
4. The minimum version of iOS for the application on iOS 11.0.</p>
        <p>5. The size of the application should not exceed 10 MB.</p>
        <p>The ActionRepository class is a class that MVVM is designed to use only ActionViewModel and
generally only ViewModel classes. Therefore, the class must receive an instance of the ActionDao class
to enter. The ActionViewModel class is already a class that contains the necessary methods for the
essence of Action to work on the corresponding pages of the application. The attributes of the class are
an instance of the ActionRepostiory class. This class will use the classes that are responsible for the
interface pages. The MainActivity class is the root class of the Android application, which contains the
implementation of the application's main window. In addition, this class acts as a controller of
navigation between fragments (other pages) and the initialization of instances of other classes of the
application in this system. The NewActionActivity class is the class responsible for the goal completion
page. The UnlockBroadcast class is a class whose responsibility is to respond to unlock events and run
iOS goal add formula activities.</p>
        <p>The DB class is a class that is responsible for database access, database configuration, and migration.</p>
        <p>The Action class is a data class of the main essence of the system. The AppDelegate class is the root
class required by iOS to control the application. In this class, the application requests permissions from
the user and responds to exiting the application. The AddActionForm class is a controller for adding a
goal form. The main task is the validation of user input data and data storage in the database. This
application also appeals to classes that schedule notifications based on user selection.</p>
        <p>The CurrentActionViewController class is a current action controller. The main task is to display
the current goal and the time remaining until the end of the timer and provide an interface to end the
session. If the goal is not added, it shows a static page with a link to the form to add the goal.</p>
        <p>The ActionsListViewController class is a class that is responsible for displaying a log page, filtering
log activities, and editing activities. WidgetProvider class implements the interface of the new API
introduced in iOS 14 - WidgetKit. It is required for the iOS 14 widget. The NotificationScheduler class
is responsible for giving the application access to scheduling and cancelling notifications from other
classes. Finally, the UserDefaults class is a class that provides access to a temporary primitive repository
for an application provided by iOS, in which Apple recommends storing so-called "user settings."
3.3.9. Primary states and state transitions and state diagram</p>
        <p>The state diagram of this system is primitive due to the simplicity and straightforwardness of the
system. But on Android, there are some differences compared to iOS.</p>
        <p>Android. In the beginning, the system is in a state of waiting for the mode to turn on. After enabling
the way, the application starts the necessary procedures to create the method, and the system goes into
a state with active mode. The system has a completed goal state, an unfilled goal state, and an
uncertainty state in a functional way. Accordingly, after the subsequent unlocking of the smartphone,
depending on whether the user fills the goal, the system will go into the state of the served purpose. If
not fill it will go into the state of the unfilled purpose. After locking the smartphone, the system will go
into a state of uncertainty. The system acquires all these listed states only during the active mode.</p>
        <p>iOS. The primary states on iOS are somewhat similar but still different. On iOS, the system does not
depend on the mode, and the user fully controls the system's state. The user by the action of adding a
goal puts the system in the form of a filled plan, and only after the end of the time allotted by the user
to the plan, the user by his action puts the system in a state of an unfilled plan.</p>
        <p>The states on the iOS version of the application are even more straightforward due to the lack of
binding to the mode and the presence of another state of uncertainty. But there is a drawback because
the state change trigger is the user, and accordingly, it is a bit more challenging to follow the method.</p>
        <p>Main activities and activity diagram</p>
        <p>The activity diagram reflects the systems' capabilities, so a separate activity diagram was created for
each OS. The main activities differ depending on the OS. But some activities are common to both
operating systems, such as activity log viewing, analytics, and valuable links and settings pages.</p>
        <p>The main activity of the user is to follow the sequence of filling his intentions. The exercise activates
the application mode and fills out the form (which appears after each unlocks of the smartphone) during
use until the user wants to follow the model. A minor activity is reviewing user goals in the journal and
updating them. Viewing the analytics page is another little activity that partially overlaps with viewing
the journal. And accordingly, setting up the system and viewing valuable links about the project is
another user activity. It is from this activity that the user can get to the website of the application.</p>
        <p>Activities can be divided into two categories: filling unlock goals and using additional features in
the middle of the application. Log viewing and analytics, and useful links are activities that are present
in the user's activity on iOS as well as on Android. The only difference is the main activity. The user's
main activity begins either with the widget or with the page of the current goal, and the user has another
action in the form of checking the following of their plans at the end of the timer, which the user set
when filling out the form.</p>
        <p>In this section, a systematic analysis of the issue was conducted, a tree of goals was built, and a
general goal was formed. The problem was set out in detail and substantiated, and several requirements
were developed using user history, functional and non-functional requirements and several UML
diagrams. The result of this section is already used directly during application development.
3.4. Methods and means of solving the problem
3.4.1. Choosing and substantiation of methods of problem-solving</p>
        <p>First of all, it should be borne in mind that the problem of screen time and abuse of smartphone use
is complex, and one application cannot solve this problem, but it can provide a tool that will help gain
control. In general, this is inherent in this particular problem and the issue of human productivity. After
all, productivity and quality are difficult to measure without the context of the application.</p>
        <p>The method implemented to solve the problem was proposed by the author of the book Digital
Minimalism Kel Newport [18]. Going into the history of personal computers, the personal computer
revolution came about because computer manufacturers stopped producing narrowly specialized
computers to support a production line and began to make highly specialized computers. The bookseller
had the opportunity to have his Apple II at work in his store for accounting, and after work, to deal with
personal finance on the same computer. Since then, people have the impression that "broad purpose" =
"productivity". The only problem with this impression is that there is no time in the formula.
Comprehensive computers have the undoubted advantage that we do not need to have several computers
for different purposes. Still, if we have a computer that can do everything, it does not mean that we can
do more things at once. At that time, personal computers could not run more than one program at a time
available to the user. The situation has changed somewhat, and the number of simultaneously open
programs and programs running in the background has increased significantly. And users of modern
computer devices very often change the active program, which seriously affects the quality of their
work or leisure. And as a solution, the author proposes to "transform" their devices during their use into
devices that can perform only one action at a time. Of course, the author does not mean to limit the
capabilities of devices, namely to change the principle and method of use. The idea is that if you use
the device as a source of entertainment, you do not need to use entertainment applications or social
networks when you, for example, sent a message to a friend. The author himself emphasizes the irony
of the method. Still, the author has researched people worldwide, and most people who have
implemented this principle have reported increased productivity and reduced screen time.</p>
        <p>The idea of the system, which was developed in the master's thesis, is implementing this method and
its modification. The modification will be that the responsibility for implementing this method will be
placed directly on the user. If the user does not follow the processor does not follow the instructions,
the system will notify the user of his actions. Let's consider the diagram of activities in Fig. 21 and Fig.
22. It can be noted that the system provides a record of the user's actions even if his actions do not
follow a conditionally ‘successful’ sequence in the system. This method has its advantages and
disadvantages. The most significant benefit is the simplicity and conciseness, i.e. you do not need to
implement too complex processes of control over user actions. Some other applications tried to use their
functionality to control the user's actions strictly, but users responded that this interfered with the use
of the device. And the biggest drawback is that the user has to want to fix the situation using a
smartphone. That is, the user must be motivated to use the system. It significantly reduces the range of
potentially interested users in using the system.
3.4.2. Selection and justification of means of solving the problem</p>
        <p>Given the features of the OS for which the development of applications and limitations of these
operating systems, it is necessary to consider each application separately (separately for Android,
separately for iOS). There are hybrid development tools that work for both methods simultaneously,
but given the specifics of applications and the requirement to work with screen unlock and lock events
on Android, the possibility of using hybrid application development tools that generate code
simultaneously for two systems was not considered.
3.4.3. Choosing tools for development</p>
        <p>Android and a programming language. The Android application developer community has long
used the Java programming language as the primary programming language. Using Java has its
advantages. Namely, language support is provided by large companies, the number of already
developed software in Java is vast, which means that there are many resources for training and support.
The language is also object-oriented, which provides the use of many patterns that simplify further
support. Until recently, the Java programming language was the only official option for Android
development. However, in 2017, Android officially began to support another programming language
Kotlin. Kotlin is a programming language developed by JetBrains, which is known for its IDE. Kotlin
is a statically typed language that runs on top of the JVM. The main advantage of Kotlin over Java is
its novelty and the introduction of a new syntax that may be familiar to programmers who have not
worked with Java enough. That is why the Kotlin programming language was chosen because the
experience of the system developer did not include the long-term use of the Java programming
language.</p>
        <p>Development environment. The undisputed leader in the Android Studio development environment
provides all the necessary tools for development in the form of an emulator of different versions of
Android, visualization of written interface templates, and more. This interactive development
environment is recommended for developing applications on Android.</p>
        <p>Additional libraries. The different libraries that will be used are:
 Android Room for working with databases, which helps to unify the work with the database;
 AppCompat to work on other versions of Android;
 ConstraintLayout to simplify the layout of layouts, using so-called constraints;
 MPAndroidChart for creating graphs.</p>
        <p>All additional libraries (except MPAndroidChart) are standard and recommended by Google for a
set of libraries for developing mobile applications.</p>
        <p>iOS and a programming language. The situation with the main application programming languages
for iOS is somewhat similar to the problem with languages for Android applications. Since the release
of the first iOS applications have been written in the programming language Objective-C. It is a
highlevel object-oriented, general-purpose programming language developed as a set of standard C
extensions. But Apple has decided to invest in the development and maintenance of its programming
language. That's why Apple created Swift, a multi-paradigm compiled programming language
developed by Apple to coexist with Objective C and be more resistant to incorrect code. Swift was
presented at the WWDC 2014 developer conference. Swift language is focused on different levels of
programmers, and therefore the basic concepts of the language are very primitive and simple.</p>
        <p>That is why the Swift programming language was chosen.</p>
        <p>Development environment. When choosing a development environment for iOS apps, there is no
choice. Apple clearly states that there is only one officially approved application development tool,
namely XCode. XCode is an integrated development environment (IDE) manufactured by Apple.
Allows you to create software using technologies such as GCC, GDB, Java, etc. XCode is quite
userfriendly in terms of development because Apple has made this development environment very narrowly
specialized, so the whole set of tools is useful during development. Additional libraries:
 Realm is a library for working with the relational database Realm;
 SwiftUI is a framework for programming interfaces recommended by Apple;
 EurekaForms is a library for creating forms and validating them;
 KDCircularProgress is a library for visualizing progress bars.
3.4.4. Database selection</p>
        <p>Given the need to have two applications for each operating system, it was decided not to use any
specific database on both platforms but to use the more convenient database to run on the respective
operating system. Also, the applications were developed at different times, and therefore the databases
on both applications are not the same. But it is worth noting that both tools support the export of data
in the desired format, and in the future, this difference is not a problem to switch to one device.</p>
        <p>Android. For Android, a rather primitive but popular and recommended option was chosen, namely
SQLLite. SQLite is a lightweight relational database management system. Embodied as a library, where
many of the SQL-92 standards is implemented. The SQLite source code is distributed as a public
domain, i.e. it can be used without restrictions and free of charge for any purpose. Financial support for
SQLite developers is provided by a specially created consortium, including Adobe, Oracle, Mozilla,
Nokia, Bentley, and Bloomberg. The peculiarity of SQLite is that it does not use the client-server
paradigm, i.e. the SQLite engine is not a separate process with which the application interacts but
provides a library with which the program is compiled, and the machine becomes part of the program.
Thus, function calls (APIs) of the SQLite library are used as an exchange protocol. Given the
requirements for the database, SQLite is ideal, especially since it is one of the recommended options
for organizing data storage in Android applications.</p>
        <p>iOS. SQLite could also be used for an iOS application. But given some complexity with this database
and the potential future transition to a standardized database for both applications, Realm was chosen
for iOS. Realm is a relatively new development. It is even more correct to call it not a database but an
object-store. Accordingly, this is not a relational database, and it may be better suited for this type of
application than SQLite. The main advantage is the simplicity of work, the implementation of links
through the so-called "links". Because each query result and each proxy object is a view of the base
data, any changes made to the database are reflected in all objects that point to the same data. Realm
commonly calls this behaviour a "zero-copy architecture" (along with the previously mentioned access
to downloaded data).
3.4.5. Choosing tools for interface design</p>
        <p>The sketch was used as a graphical editor and Zeplin to distribute the design to developers. The
sketch is a paid vector graphic interface editor for Apple's macOS, developed by the Dutch company
Bohemian Coding. He received the 2012 Apple Design Award. It is mainly used for user interface
design and website and mobile application design and does not include printing design features. That
is, the main focus of Sketch is the development of software design.</p>
        <p>Zeplin is a tool for collaboration between designers and developers. It is a web or desktop application
that allows designers to upload their interface design to the program, where developers will get all the
necessary technical details of the plan. It provides an opportunity for software developers not to install
what designers need or not to convert to intermediate formats such as pdf. Zeplin analyses the
downloadable design uploaded by the designer and the platform for which the plan was developed and
provides the developer with information such as colours, sizes and font types, indents, etc.
3.4.6. Choosing tools for website application development</p>
        <p>The application site requirements do not require the site to be interactive [69-75]. That is, the
application site must be purely informative. Because of this, it was decided to use the framework to
create Gatsby websites and store content for the area along with code in Markdown format. To develop
a website, Gatsby requires using the React library, which slightly changes the approach to writing
templates. The developer writes the interface code using the React library, and in the code sets the CSS
style, which is then displayed in the browser. Gatsby combines content that is written in Markdown
format and provides an additional API that is available in the code to use that content. The output of
Gatsby generates a so-called bundle, which already includes HTML and JS, which can be displayed in
the browser. One of the benefits of creating websites this way is the ease of hosting. Particular web
services allow you to download free static files generated by Gatsby and create a web page available
via HTTPS on the service domain. Accordingly, by later purchasing a domain name, you can redirect
the DNS service to this link and thus solve the problem of hosting without working with the server
directly. One such service is Render, which has a free tariff and is ideal for site purposes.
3.4.7. Choosing tools for analytics</p>
        <p>Application stores where you need to place applications also contain tools for analytics. In Android,
this is the Google Play Console, and in the case of iOS - App Store Connect. Both platforms have
similar analytics functionality, but the Google Play Console provides slightly more information than
the App Store Connect. For example, the analytics panel offers the following information: number of
downloads, number of downloads per hour, information about the devices from which users
downloaded the application, information about errors in the application, user feedback, and analytics
by country. In addition, Google Analytics was used for the website, which is a viral website analytics
tool and free.
3.4.8. Choosing tools for organizing support and creating a community</p>
        <p>It is also necessary to provide a service where users could discuss ways to use the application or
report bugs in the application and create a community of users. The Reddit platform was used for this
purpose. Reddit is an entertainment, news online service [76-77], and online media, where registered
users can add their content, such as text posts or direct links, and discuss them (BBS). Like many other
similar sites, Reddit supports a system of voting for favourite messages - the most popular of them
appear on the site's main page. Also, the most popular posts are displayed on the pages of the relevant
categories first. After that, the content is organized with the help of interest cells called "subreddits".
The section discusses methods and tools for developing a system that helps users plan their smartphone
use and thus reduce their screen time. Development tools for both Android and iOS platforms and for
the application's information website were described. Interface design and analytics tools were also
described in the application and on the website. The programming language for the Android application
is Kotlin, for the iOS application - Swift. The data warehouses will be SQLite on Android and Realm
on iOS. Following section also described additional libraries that were used in mobile and web
application development as in works [78-86].
4. Experiments, results and discussion
4.1. Description of the task implementation</p>
        <p>As part of the work, an application for the Android OS and an application for the iOS OS were
developed. On Android, the application requests special permission to block other applications and
monitor the events of blocking and unlocking. The application awaits the possibilities of opening the
smartphone and launching one of its activities immediately after unlocking. To run Activity, the
application creates a service that runs in the background Foreground Service. Analytics and the journal
are part of the application. When working with data, the application writes everything to the SQLite
database. On iOS, the application is a bit simpler, and the user does all the actions through the
application, and the windows do not appear automatically after unlocking. To improve the user
experience, the application has support for iOS 14 widgets. When working with user records, the
application records everything in the Realm object-store.
4.1.1. Description of the composition and structure of the database</p>
      </sec>
      <sec id="sec-43-4">
        <title>Scheme of the table on Android and Schematic of the object on iOS:</title>
        <p>Field id - auto-incremented primary key. Action field - a text field where the text entered by the user
after unlocking in the form of entering the goal will be written. The createdAt field was the timestamp
Unix epoch when the goal record was created. The endAt was the timestamp Unix epoch when the goal
session was completed. Field skipReason - text label of the way to avoid filling the goal (exit via the
dismiss button or use the system button "go back"). The skipReason and endAt fields can be NULL.</p>
        <p>The id field is the unique identifier of the UUID object. The name field is a text field where the
user's input text will be written. Field createdAt was timestamp Unix epoch when this record was
created (click user SAVE button). The endAt field was the timestamp Unix epoch when the goal session
was completed. The estimatedTime field is the user's selected reminder time in seconds. Finally, the
status field - can be set to "successful" and "failed" is a label for the user. All fields are required.
4.1.2. User interface design description</p>
        <p>The interface design was performed in the Sketch user interface design tool.</p>
        <p>It is also worth noting that Sketch has created a library of elements used on other screens. In addition,
the design of all screens of the application with Sketch has been uploaded to Zeplin.
4.1.3. Description of the implementation of the mechanism for adding goals</p>
        <p>Adding goals is the essential element of the system, so the design and implementation of this
sequence are as simple as possible because the user repeats this activity after each unlocks of the
smartphone.</p>
        <p>Android. First, the user must enable Actuflow mode in the application using the switch, as shown in
Fig. 28.</p>
        <p>This switch causes the registration of Foreground Service - Device Tracking Foreground Service.
Accordingly, in its onCreate method, it registers the corresponding BroadcastReceiver on the user's
actions (blocking and unlocking the smartphone) and reports the necessary background notification,
which should notify the user that the Actuflow application service is running.</p>
        <p>Also, this notification (Fig. 29) will serve as a reminder of the goal, which the user will then write
after unlocking the screen. Notification means a successful start of the mode. Now the user can lock the
smartphone, and the next time the screen is unlocked, the goal creation window will be displayed. With
the notification, the user can also turn off the mode without opening the application using the "Stop
Actuflow mode". These are the initial user steps with the system that are required for the application to
work. In the future, it is planned to add the mode planning function for specific hours because now the
user is forced to turn on the mode.</p>
        <p>After the next unlock, the application window appears (Fig. 30). You can configure the Dismiss
button and the ability to create reminders on the settings page. When the user clicks the Save button
using the ActonRepository class, namely the insert method, which uses ActionsDAO, the data is written
to the SQLite database. A unique record ID is registered to the temporary data store, and then a reminder
notification is planned. Suppose the user avoids recording the goal via the Dismiss button or using the
system back button. In that case, the corresponding NewActionActivitiy activity class methods respond
to these events and record the information in the skipReason field of the Action table.</p>
        <p>After locking the phone, the application updates the unique identifier recorded in the temporary
storage data about the time of the phone lock (end of session).</p>
        <p>If the user continues to use the smartphone for more than the allotted time, the user receives a
notification Fig. 31. In addition, the “snooze for 3 minutes” function is also implemented so that the
user can snooze reminders. If the user has locked the phone before the notification, the notification will
be cancelled, and the user will not receive an excessive number of messages.</p>
        <p>iOS. Due to the limitations of the iOS system, the responsibility for fulfilling the goals is transferred
to the user. In addition, the iOS app version is less interactive than the Android version. The user has
two options: add a widget (Figure 32) through the system tools or go to the application and through the
Home page to add your goal. You had to use the iOS Widget Kit to display the widget. More
specifically, create a separate extension for the application and implement the TimelineProvider
interface. Using the tool for links between applications, the widget button "Add intention" through a
link that has the format ‘actuflow: addIntention’ iOS redirects the user to the application and the
application with the suffix addIntention processes this request and redirects the user to the form of
adding a goal. Accordingly, when the user clicks Save, the Action object described above is created and
stored in the Realm repository. Also, at this point, the notification is scheduled using
UNUserNotificationCenter. The next step is to redirect the user to the current destination page.</p>
        <p>The critical point is that after saving the goal in the temporary storage userDefaults record a unique
goal ID, which then displays the page of the current plan. When the user exits the application, the widget
content will also be updated to see a unique ID in userDefaults. That is, the page of the current goal is
dynamic relative to the state in which the system is at the moment.
4.1.4. Description of the log and analytics in the app</p>
        <p>In the Android application, the analytics capabilities are slightly more comprehensive due to an
analytics page where there is a visualization using bar and pie charts to display the proportion of filled
and unfilled unlocks. On iOS, a page with such charts is planned to be added in future versions of the
application.</p>
        <p>Android. The log page has a date filter using the standard Android DatePicker element. Each element
of the list has a creation time localized for the user according to his time zone (because in the database,
the time is recorded relative to UTC), how much the user spent on the session. And also, the log contains
the record, which testifies that the user missed filling in the whole. Other colours of the text mark them.
The analytics page (Figure 37) contains a vertical bar chart hourly on the day's tab and by days on the
week's tab. It also includes a pie chart and the total number of relevant types of unlocks (with a
completed target or blank).
iOS. When a user accesses the log page (Figure 38), the ActionsListViewController controller uses
the singleton instance class responsible for working with the database provided by the RealmSwift
library. The controller sends a request to the repository Realm results = uiRealm.objects (Action.self)
.sorted (byKeyPath: "createdAt", ascending: false) .filter ("createdAt BETWEEN% @", [dateStart,
dateEnd]). Where dateStart and dateEnd are the default start and end of the current day, or when the
user has selected the appropriate date filter using the UIDatePicker that the user called by tapping the
icon.
4.1.5. Description of the implementation of the settings page and useful links</p>
        <p>The settings page and valuable links play an essential role in terms of the UX user experience
because if the user has a question, the application should have a place where the user can find the answer
to this question.</p>
        <p>Android. The settings and useful links page (Figure 39) contains the two settings of the target
completion window that have already been mentioned (the ability to remove the Dismiss button and the
ability to remove notifications) and accordingly useful links to the project site and the community
created in Reddit and the project support page created on the Patreon service.
iOS. In the case of the application for iOS, there are no additional settings in the system, so the page
(Figure 40) contains only useful links (Links to the site, Reddit, writing reviews).
4.1.6. Description of application distribution implementation</p>
        <p>The distribution of applications was implemented according to the recommendations of Apple and
Google. By purchasing the appropriate licenses from the Google Play Console, the Apple Developer
Program application in beta has been published in the relevant application stores. When the application
was in the Beta version for testing on Android, the platform for beta testing of the Google Play Beta
Program was used on iOS TestFlight. And after the release of Beta, the application is available on both
platforms officially in application stores. Starting with the Beta version of the application, on both
platforms, both Apple and Google, the application underwent a mandatory inspection of each of the
platforms for compliance with the store's requirements. The application is in the Productivity category.
There are no age restrictions on the app, and the app is available for all ages.</p>
        <p>The application has its own page with a description of the application with images of its functionality
in each application store. On both platforms in the images of the functionality was used the basis of
user activity, namely the process of filling the goal by the user.
4.1.7. Description of the website implementation</p>
        <p>As mentioned above, the Gatsby tool was chosen as the website creation tool. All text on the website
is stored in markdown files, and the page template is written in JSX files (which use this text). These
files are converted by the Gatsby collector when deployed into minified JavaScript files that are
perceived by modern browsers. Using the Render platform and connecting Render integration with the
GitHub repository, the Render service launches a collector after each committee in the warehouse.
Then, it updates the website on its internal domain ending in onrender.com, to which you can redirect
traffic from the purchased domain. After buying the acture.app domain on GoDaddy and making the
necessary DNS settings, the application site is available at https://acture.app. Implemented applications
have links to site pages with frequently asked questions and a description of the project. The site also
has a privacy policy page required to publish applications to Google Play and App Store.
4.1.8. Description of application and site analytics implementation</p>
        <p>Analytics is an essential aspect in the development of the application because it provides information
about users, based on which you can plan appropriate actions related to marketing [87-91]. But keep in
mind the privacy of users and always notify users of the activities that your program or site, or
application will perform with their data. Many companies and their products ignore this and create a
false impression of specific categories of applications. That is why it was decided not to have additional
analytics of user actions in the application in the early stages and use only the information provided by
Google Play and App Store platforms and connect other analytics only to the website. The Google Play
Console platform offers a more detailed analysis of applications compared to the App Store Connect.
Still, the primary indicators in terms of the number of downloads, the number of reviews, traffic sources,
the number of crashes are enough for the first versions of the application. Therefore, the Google
Analytics service, a leader in website analytics, has been connected to the site.
4.2.</p>
        <p>Analysis of the obtained results</p>
        <p>The Actuflow app on Android has been downloaded more than 10,000 times, on iOS about 8,000
times. In the Google Play app store, Actuflow has a rating of 4.6, in the App Store has a rating of 4.4.
In total, about 130 text reviews were left in application stores on both platforms. During the promotion
of the application and marketing, the application was recognized as one of the best applications of the
month by well-known YouTube channels and the international edition of the Android Authority.
Countries where the application is most popular USA, India, UK, Switzerland.</p>
        <p>Due to its simplicity and relativity of various registrations and binding to the actual user, the
application is widespread. The application is effortless and concise. Of course, this may change over
time, but it is due to the availability of only the necessary features that users use the application as they
need, based on their scripts. A study was conducted to measure screen time with some users of the
application. Users used the application during the week on both systems and reported on their progress
at the end of the week. On average, the screen time decreased by 30-40%. On the Reddit platform and
in reviews of the app in stores and during beta testing, users reported and asked about new features, but
at the same time emphasized that the app is self-sufficient even without new features.</p>
        <p>Users asked about:
 Analytics (implemented on Android, iOS version in progress);
 Ability to schedule Actuflow mode for a specific hour (Android);
 Monitor user-opened applications;
 Ability to choose a goal instead of writing it.</p>
        <p>The developed application entirely fulfilled the expected effects from its release. The most important
result is to draw attention to the problem and motivation for further development. The application has
become a kind of experiment that users can do with their smartphone use to understand and analyse
their actions and usage habits. This chapter describes the practical implementation of the Actuflow
application system. The principle and operation of the primary sequences of the system were
demonstrated and explained in detail and with screenshots of the actual application. The implementation
of additional tools such as analytics was described. The results of the performance were also analysed
based on honest user feedback.
5. Conclusions</p>
        <p>The master's thesis is an information management system to help users reduce distractions in
smartphones. Google Play and App Store published this system. A website has also been created about
the application and the methodology that the application implements.</p>
        <p>An analysis of the issues and existing applications was conducted. Five applications were
considered, which were compared by several qualitative and quantitative parameters (Availability on
platforms, implemented methodology, essential functions, additional functions, privacy and
transactions with user data, price of use or monetization, relative efficiency (how much to use the
application and how to get the result), design, number of installations and user rating).</p>
        <p>A system analysis was performed during which it was determined that the system is information
control. Furthermore, according to the type of system the problem was posed and substantiated, the
purpose of development, place and scope and expected effects from implementation were described.</p>
        <p>A system's conceptual model has been developed using several UML diagrams (sequences,
components, activity, states, and classes). Within the conceptual model, functional and non-functional
requirements were formed. The conditions were also described in the user history format.</p>
        <p>It was also justified to use the method of planning the use of a smartphone and using specific tools
to implement the system. The last section described the implementation of the system. Finally, it
analysed the results, which showed that the methodology works and that users positively received the
implementation method, emphasising simplicity and conciseness worldwide.
6. References
[1] November 2020 Mobile User Statistics: Discover the Number of Phones in The World &amp;
Smartphone Penetration by Country or Region. URL:
https://www.bankmycell.com/blog/howmany-phones-are-in-the-world
[2] Kevin Jackson A brief history of the smartphone. URL:
https://sciencenode.org/feature/How%20did%20smartphones%20evolve.php
[3] Google Play. Google Play Store official website. URL: https://play.google.com/store.
[4] App Store. Official Apple App Store website. URL: https://www.apple.com/app-store/.</p>
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