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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Petlify: A prototype of hardware and mobile application, to reduce nomophobia in a controlled and conscious way, in young students or workers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Isabella Omen</string-name>
          <email>iomen@unicauca.edu.co</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura S. Daza</string-name>
          <email>lauradaza@unicauca.edu.co</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Elmer J. Muñoz</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juan D. Bravo</string-name>
          <email>juandbravo@unicauca.edu.co</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Cauca</institution>
          ,
          <addr-line>Popayán, Country</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Cauca</institution>
          ,
          <addr-line>Popayán, Country</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Cauca</institution>
          ,
          <addr-line>Popayán, Country</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Cauca</institution>
          ,
          <addr-line>Popayán, Country</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>This article first analyzes the growing problem of nomophobia, taking as its main actors a small group of young students or select workers, through the use of surveys, creation of user profiles and empathy map. Subsequently, an alternative solution is proposed to reduce this problem in a conscious and controlled manner in this specific population, being a mobile app prototype as a stimulus through the use of virtual pets, in conjunction with a hardware case that takes the heart rate and counts the times that the device is lifted being these physical symptoms present in nomophobic people, finally a usability evaluation is carried out in order to validate the proposed prototype (UX, UI) taking into account different aspects, from design and navigation to operation and utility.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Nomophobia</kwd>
        <kwd>Phubbing</kwd>
        <kwd>Mobile Apps</kwd>
        <kwd>Empathy Map</kwd>
        <kwd>Usability</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Engineering is based on finding solutions to social problems and thus allowing a solution or an aid
mechanism to facilitate or improve society, but what happens when this generates a new problem?
Cellular devices were the solution to the little portability that was had in fixed telephony and the
complication of not being able to communicate with a certain person no matter where they are. With
the rapid evolution from analog to digital cellular technology, the sophistication of microprocessors and
microcontrollers within cellular devices included many other functions such as text messaging, MMS,
short-range wireless communications, video games, digital camera, access to the Internet, among others,
thus emanating the smartphone as we know it today. The smartphone has officially become the most
popular technology in history despite being only a couple of decades old, being the device that has
spread the fastest in the world (1). A somewhat expected result, due to what it offers its users, between
comfort, entertainment, organization, knowledge in general anywhere, at any time, it has generated
numerous new jobs in all professional fields and the list is constantly growing with its new models
annuals and updates. That is to say, they have become a connection with the entire world and "an
extension of ourselves", with the latter not only has stimulated technology markets worldwide but has
also triggered a series of social problems or disorders. of behavior in almost all its users, this last
situation, taken advantage of too much by large technology companies, which unethically use the
socalled "engagement" to build loyalty and commit their users to their devices, products, or applications.
If behavioral disorders are analyzed, due to the excessive use of the smartphone, we must talk about
"nomophobia" which can be translated into an addiction that leads in many cases to social isolation,
since there is only a connection with a virtual world, but what happens if that connection is cut? People
begin to present physical and psychological problems such as anxiety, nervousness, tachycardia,
obsessive thoughts, headaches and stomach aches, stress resistance and even panic attacks. And all of
them are typical of a situation of dependency or addiction. (2) It is because of the aforementioned, that
it becomes necessary for companies dedicated to technology and developers in general, to take more
account of ethics, creating less invasive strategies, decreasing or completely changing the use of
dopamine to generate "engagement" with the user. In this document, this problem and its main actors
are analyzed, being these a small group of select people, through the use of surveys, creation of user
profiles and empathy map, likewise, a design proposal is exposed to contribute in the solution to this
problem and finally the solution is validated by participating users belonging to the target population.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology: User Profiles</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Characterization.</title>
      <p>Defining the case study in which Nomophobia or digital addiction is a problem that does not seem
to stop in the short term, the generation between the years 1990 and 2000 is taken into account, which
was the generation that was born in the beginning of the digital revolution and that today makes use of
applications and social networks as part of their daily life more easily. In order to reduce this population,
being more specific in the study and empathizing with them, we chose a more geographically reduced
population, speaking of Colombian university students and graduates residing in the city of Popayán
who are between 18 and 25 years old, who do use of mobile devices such as cell phones for a
considerable time during the day.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Identification of user profiles.</title>
      <p>In order to identify and empathize with the main actors within the problem and thus carry out the
empathy map, with the corresponding user profiles, two procedures were carried out. The first
procedure used was a survey in google forms based on the Smartphone Addiction Scale (SAS). The
SAS is a measure of 48 items of addiction to smartphones (3), which is made up of 6 subscales:
• Disturbance of daily life.
• Positive anticipation. Retreat.
• Relationship oriented to cyberspace. Excessive use.
• Tolerance.</p>
      <p>Items are rated on a 6-point Likert-type scale ranging from “strongly disagree” to “strongly agree”.
After receiving the virtual survey and giving their informed consent, the participants are asked to
complete the aforementioned scales. For our particular case, we made several changes to the SAS, the
first of which was about the order of presentation of the scales, which was not random for each
participant, this in order to organize sections of questions that have similarities between yes (these
sections are not explicit, which makes them not perceptible by the participant), these sections were:
• Satisfaction section: Where the participant indicates their satisfaction in the personal use of
smartphones on a daily basis (questions 1 to 6).
• Frustration section: Where the participant indicates their frustrations and problems in the
personal use of smartphones on a daily basis (questions 7 to 14).
• Information section: Where the participant indicates slightly more general information in
slightly simpler questions, on the personal use of smartphones on a daily basis (questions 15 to 24).</p>
      <p>It is organizing the questions in these sections that will make the analysis of the answers a little more
orderly when collecting the information from all the participants. Consequently, some questions posed
in the SAS were discarded, this due to various reasons, some questions had similar meanings or contexts
or clearly the same, so it would only lengthen and make the survey more boring for the participants, in
addition to providing repeated or irrelevant data. Some questions, for personal consideration, slightly
exaggerate the context under which the inquiry is being made, which, when removed, allows
participants to answer a little more honestly and not only negatively due to the extravagance of the
statement of the question. question, which can overwhelm the reader. Finally, questions that do not
represent relevant data for the investigation were discarded. Taking all this into account, the questions
and instructions in the first whole that were asked to the participants through the link
"https://forms.gle/L5FEUPnXAunk193A7", were:</p>
    </sec>
    <sec id="sec-5">
      <title>2.2.1. Demography</title>
      <p>The total number of people surveyed was thirteen, in the survey, there was a demographic section
where only the name, sex and occupation of each student were considered as relevant data, in this report,
the names will be discarded of the participants due to their consent. As we can see the number of men
and women in the very similar participating population, with 53.8% men and 46.2% women, half of all
participants are full-time students, 25% study and work at the same time, 8.3% only have a part-time
job and 16.7% work full time.
2.3.</p>
    </sec>
    <sec id="sec-6">
      <title>Instructions:</title>
      <p>The Smartphone Addiction Scale , SAS (Modified) Please indicate the degree of satisfaction or the
degree to which you agree with each question, using this scale:
• 1 = Strongly disagree.
• 2 = Disagree.
• 3 = Somewhat disagree.
• 4 = Somewhat agree.
• 5 = Agree.</p>
      <p>• 6 = Totally agree.
2.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Satisfaction section:</title>
      <p>As previously indicated, in this section the participant indicates her satisfaction with the personal
use of smartphones on a daily basis. It consists of six questions:
1. You usually feel calm, pleasant, excited, or comfortable while using your smartphone.
2. You feel safe when using your smartphone.
3. You can usually de-stress when you're on your smartphone.
4. Sometimes there's nothing more fun to do than use your smartphone.
5. Feeling more liberal when using a smartphone.</p>
      <p>6. Feel great meeting more people through the use of a smartphone.
2.4.1. Results:</p>
      <p>Broadly speaking, as we can see in Table 1, there is a common feeling of comfort in the use of
mobile devices, although opinions are somewhat divided regarding their use in moments of boredom,
the feeling of freedom that they generate and agreeing with strangers who also use mobile devices or
social networks, it can be seen that the percentage with a positive trend is also the majority. These
results are expected, since they can be observed observationally on a daily basis with the people we
know and who meet the characteristics of this target population.
2.5.</p>
    </sec>
    <sec id="sec-8">
      <title>Frustration section:</title>
      <p>As previously indicated, in this section the participant indicates their frustrations and problems in
the personal use of smartphones on a daily basis. It consists of eight questions:
7. You have had difficulty concentrating in class, while doing homework, or while working due
to the use of your smartphone.
8. You have experienced dizziness or blurred vision due to excessive use of your smartphone.
9. You have felt pain in your wrists or neck when using your smartphone.
10. You have been feeling tired and not getting enough sleep due to excessive use of your
smartphone.
11. I couldn't stand not having a smartphone.
12. I have felt impatient and irritable when I am not holding my smartphone.
13. I have kept my smartphone in mind even when I am not using it.</p>
      <p>14. I get irritated when I'm disturbed while using my smartphone.
2.5.1. Results:</p>
      <p>As we can see in table 2, there is a positive trend towards the excessive use of smartphones,
generating concentration problems, physical problems and frustrations in its users, for this the
percentages that represent this positive trend will be grouped and thus more easily analyze the
perceptions of the participants. We can analyze all of this in more detail through the signs that health
professionals look for when diagnosing substance abuse. These signs are very similar to the six signs
of smartphone addiction, which include: salience, euphoria, tolerance, withdrawal symptoms, conflict
and relapse (4). Looking at each question in this section, we can see that 69.3% have had difficulty
concentrating while performing productivity tasks in their professional field, 61.6% would not bear not
having a smartphone, 53.9% have ever felt pain in the wrists or neck when using their smartphone,
84.6% have felt tired and did not sleep enough due to excessive use of their smartphone and finally,
48.8% have experienced dizziness or vision blurred due to excessive use of your smartphone. All these
items, to a greater or lesser extent, have been related to "Conflict" which indicates that smartphones
have caused problems in daily life. 53.9% have felt impatient and irritable when they are not holding
their smartphone, just a 30.8% have had their smartphone on their mind even when they are not using
it and only 30.8% get irritated when they are disturbed while using their smartphone, demonstrating a
lower presence of "withdrawal symptoms", where people feel panic when not they can find your phone.</p>
    </sec>
    <sec id="sec-9">
      <title>Information section:</title>
      <p>As previously indicated, in this section the participant indicates slightly more general information
in slightly simpler questions, on the personal use of smartphones on a daily basis. It consists of ten
questions:
15. I have taken my smartphone to the bathroom even when I am in a hurry to get there.
16. I constantly check my smartphone so as not to miss conversations between other people on</p>
      <p>Twitter or Facebook.
17. I often check SNS (social networking service) sites like Twitter or Facebook right after waking
up.
18. I prefer to search from my smartphone to ask other people.
19. My fully charged battery does not last a full day.
20. I usually use my smartphone longer than I intend to.
21. I have felt the need to use my smartphone again right after I stopped using it.
22. I have tried over and over again to shorten the usage time of my smartphone, but I fail every
time.
23. I have always thought that I should shorten the time I use my smartphone.</p>
      <p>24. People around me tell me that I use my smartphone too much.
2.6.1. Results:</p>
      <p>As we can see in Table 3, there is a similar behavior to the previous sections, where some signs of
cell phone addiction are confirmed again, 92.3% of the participating people have taken their smartphone
to the bathroom even when they have it. in a hurry to get there, 61.6% have constantly checked their
smartphones so as not to miss conversations between other people on Twitter or Facebook and 69.3%
usually consult SNS (social networking service) sites such as Twitter or Facebook just after waking up,
which indicates that it is linked to the signs of "prominence", that is, when smartphones are considered
or held as a constant companion, and in turn, signs of "Euphoria", where the smartphone is used
numerous times when it shouldn't, or it is preferred to spend time with the smartphone than with loved
ones or during a meeting with them. Finally, 92.4% prefer to search from their smartphone to ask other
people, 61.6% do not have a fully charged battery last a whole day, 84.7% of those surveyed usually
use their smartphone more time than intended, 77% have felt the need to use their smartphone again
right after stopping using it, 77% have tried again and again to shorten the time I use my smartphone,
but have failed every time , 63.9% think that I should shorten the time I use my smartphone and finally,
only 38.5% have been mentioned that they use their smartphone too much. This is largely consistent
with the other signs of cell phone addiction, “tolerance” where the person believes that you are using
your phone more and more, and “relapse”, where people have ever tried to stop or reduce use. from
your smartphone but have failed.</p>
    </sec>
    <sec id="sec-10">
      <title>3. Definition of profiles</title>
      <p>Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text.
Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text.
Paragraph text. Paragraph text. Paragraph text. Paragraph text.</p>
      <p>Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text. Paragraph text.
Paragraph text. Paragraph text. Paragraph text.</p>
    </sec>
    <sec id="sec-11">
      <title>3.1.1. Third level heading</title>
      <p>Taking into account the analysis of the data obtained previously and according to the
characterization carried out of the selected population, 3 user profiles have been identified, once the
user profiles have been identified, we have the necessary tools to create the empathy maps for each of
the previously defined user profiles, as shown below:</p>
    </sec>
    <sec id="sec-12">
      <title>4. Design Proposal</title>
      <p>One of the most important aspects that we can rescue from the surveys and interviews orchestrated
in the previous report, is the perspective of the participants in favor of the use of technology or mobile
devices, these devices are already part of everyday life, of their day. a day. Therefore, it is a bit more
complicated to propose a solution based on the eradication or non-use of the devices, but rather a more
adequate use or an alternative that allows “softening” the impact of reducing their use. After all, as one
of the current tech giants Elon Musk mentions in one of his interviews, “It's about how much smarter
you are with a phone or a computer than without it, you're actually much smarter (when you know it).
have), you know you can answer any question, if you're connected to the Internet practically instantly.
Any calculation your phone does in its memory is essentially perfect, it can seamlessly remember (save)
videos, photos, and it does everything perfectly. That is that your phone is already an extension of you,
you are already a cyborg.”(5). Bearing this concept in mind, the objective of our design proposal is as
such to create a solution based on hardware and software, which facilitates the transition from an
excessive use of mobile devices to a reduced, conscious and controlled one, by of the previously defined
target population (Young Payanese university students between the ages of 18 and 25). Thus also
achieving to a great extent reduce the so-called “pain points”, that is, persistent or recurring problems
that can occur during the interaction and can bother, annoy and interfere negatively with users. (6). To
achieve this, we will focus on proposing a distraction strategy and a controlled focus on activities that
are productive for the user, from working, doing work or exercising. As in any therapy, the use of diaries
is essential, however, in this case it will not be the users who record their data, the software itself will
show them records of their daily use of the mobile phone, thus increasing the the person's ability to
concentrate on their behaviors, making them aware of how much time they spend using the telephone,
for what reasons they do so, and how they achieve their self-imposed goals. Finally, it is pertinent to
describe and exemplify the proposed solution in more detail, in the first version shown below the
operation of the device is described in detail, it will show a prototype sketch based on mockups and the
early phase design of the device. hardware to implement.
4.1.</p>
    </sec>
    <sec id="sec-13">
      <title>Operation and main concept of the solution idea</title>
      <p>For our solution idea, a system with two main components is proposed, one in hardware and the
other in software. In simple words, the software component consists of an organization and productivity
application, which acts accordingly and in conjunction with the hardware component, which is a cell
phone case with the ability to take the heart rate of the person holding the cell phone. , as well as register
the times that it takes it and its speed in a certain time by means of an accelerometer. In the mobile
application, a main interface will be presented, which will work to view statistics and as a glider.
Finally, a "scanning" mode (productivity mode), which contains the main functionality of the system.</p>
    </sec>
    <sec id="sec-14">
      <title>Prototype</title>
    </sec>
    <sec id="sec-15">
      <title>4.2.1 Software</title>
    </sec>
    <sec id="sec-16">
      <title>4.2.2 Hardware</title>
      <p>Once the operation and main concept of the solution idea has been explained in more detail, it is
pertinent to show a prototype of both the hardware and the software to help us understand a little better
the operation of the system.</p>
      <p>The software clearly consists of the mobile application, therefore, this prototype consists of
conceptual mockups of the interfaces.</p>
      <p>The components that are part of the hardware part of the design are, first of all, the cell phone lining
made of silicone material, however, it seeks to have a variety according to the tastes of the user in order
to have greater aesthetics for the owner of the device. Continuing with the electronic characteristics,
there are 4 components with which the measurement of the heart pulse is carried out in the first place
by means of the electrodes located on the lining in the direction of the location where the hands are
placed to interact with the device as shown. There are 4 electrodes to use which are connected to the
Arduino Lilypad and can be seen as four white circles with a green ribbon in the center; The following
device is the Hc-05 Arduino Bluetooth Module with which the link is made with the cell phone and the
application previously described in the software, finally there is the Arduino lilypad with which the
electrodes and the Bluetooth module are interconnected. and in turn the type c charging port with which
the lining is loaded, thus allowing its use and making the connection of the cell phone with the lining.</p>
      <p>Components</p>
      <p>The components necessary for the development of the project are listed in Table 1, divided by
hardware components, necessary for the creation of the heart rate reader sleeve, and software, necessary
for the development of the mobile application and all its functionalities.</p>
    </sec>
    <sec id="sec-17">
      <title>5. Usability Assessment</title>
      <p>Identification of funding sources and other support, and thanks to individuals and groups that
assisted in the research and the preparation of the work should be included in an acknowledgment
section, which is placed just before the reference section in your document.</p>
      <p>This Word template was created by Aleksandr Ometov, TAU, Finland. The template is made
available under a Creative Commons License Attribution-ShareAlike 4.0 International (CC BY-SA
4.0).</p>
    </sec>
    <sec id="sec-18">
      <title>Assessment Description</title>
      <p>Usability Scale System, whose main characteristic is to consolidate and synthesize user responses
in a fast, accurate and reliable way compared to other usability evaluations. The system consists of ten
questions, a 5 point scoring system which ranges from strongly agree to strongly disagree, and a quick
scoring algorithm which is on a scale of 0 to 100, in which if the overall score it is between 68 and 70.5
which means that it is good, close to excellent. The questions to determine are the following:
1. I think I would like to use this system frequently.
2. I found the system unnecessarily complex.
3. I find the system quite easy to use.
4. I think that I would need the support of a technician to be able to use the system.
5. I think that the different functions of the system are very well integrated.
6. I think there was too much inconsistency in the system.
7. I imagine that most people would learn to use the system quickly.
8. I felt somewhat uncomfortable using this system.
9. I felt very safe using this system.
10. I need to learn many other things before I can use the system correctly.</p>
      <p>Score and calculation of the usability scale of the system Taking each of the evaluation questions
into account, the following steps are carried out:
1. Step 1: Convert the scale to numbers
• 1 point: Totally disagree.
• 2 points: I disagree.
• 3 points: Neutral.
• 4 points: Agree.
• 5 points: Totally agree.
2. Step 2: Make the corresponding count
• For odd questions, 5 is subtracted from the sum obtained from the points.
• For even questions, 25 is subtracted from the sum obtained from the points.
• The total in percentage is given as:</p>
      <p>Total = (impares + pares) ∗ 0,25
(1)</p>
      <sec id="sec-18-1">
        <title>If the percentage is less than 50% it is inefficient in terms of usability.</title>
        <p>5.2.</p>
      </sec>
    </sec>
    <sec id="sec-19">
      <title>Findings</title>
      <p>The survey was carried out through a google form https://forms.gle/HtZCASc1MdDkoE5x6, where
a response from ten individuals was obtained where the following results can be observed for each of
the questions posed by the usability evaluation.</p>
      <p>As can be seen, the response given by the majority of users is in total disagreement about whether
prior knowledge must be obtained before using the system correctly; A total value of 14 points is
obtained from this question.</p>
      <sec id="sec-19-1">
        <title>In this way it is obtained in total points:</title>
        <p>• The result given in the odd questions is:
•</p>
      </sec>
      <sec id="sec-19-2">
        <title>The result given in the even questions is:</title>
        <p>impares = (25 + 37 + 35 + 34 + 34) - 5 = 160puntos
pares = (20 + 11 + 12 + 9 + 14) − 25 = 41puntos
(2)
(3)
•</p>
      </sec>
      <sec id="sec-19-3">
        <title>The total in percentage is given as:</title>
        <p>Therefore, it is defined that the application made is defined as an efficient state and accepted by the
individuals who tested it.</p>
      </sec>
    </sec>
    <sec id="sec-20">
      <title>6. Conclusions</title>
      <p>•
•
•
•
•</p>
      <p>The empathy map makes it possible to significantly reduce the level of uncertainty for the
introduction and development of products in the market; Therefore, it is clear that the need as a
guide for creativity and the creative and innovative process of every developer must be immersed
in the deep knowledge of understanding consumers, putting themselves in the client's place in their
minds and identifying opportunities. , as well as finding the best strategy to optimize resources,
knowledge and time and create the product that best suits the needs of the client and makes them
happy.</p>
      <p>Human perspectives are ambiguous and in many cases it becomes so cloudy that people do not
usually understand that there is a real problem about the addiction that is being applied from the
youngest to the elderly who want to adapt to the addiction. new technology or in the same way they
are already addicted to older technologies such as the television.</p>
      <p>The excessive use of mobile devices has triggered a series of social problems or behavioral
disorders in society. This situation is taken advantage of by large technology companies, which
unethically use the so-called “engagement” to build loyalty and commit their users to their devices,
products or applications.</p>
      <p>One of the most important perspectives of the target population is their position in favor of the use
of technology or mobile devices, these devices are already part of daily life, of their day to day,
despite presenting problems to control the times of their use.</p>
      <p>With the proposed system, it seeks to create a friendlier transition from the excessive use of the
mobile device, to the controlled and conscious use of it, through strategies that help the user to find
out about their problem and at the same time to solve it in an efficient way. more didactic with the
“virtual pet” and more rigid with the sensors that belong to the cover.</p>
    </sec>
    <sec id="sec-21">
      <title>7. Acknowledgements</title>
      <p>We would like to thank our parents, our classmates, and especially our classroom and research
teacher, the engineer Cesar Alberto Collazos, from whom we learned about the different ways to
contextualize the issues that must be solved in much more depth, and thus give users a better quality of
life.
8. References
[1] M. PÉREZ MUÑOZ., "Life on the mobile.Why is the smartphone the best-selling piece of
technology in history?" Think with Google. https://www .thinkwithgoogle
.com/intl/es419/marketing -strategies/applications -and-mobile -devices / mobile -life
-smartphone-bestselling-object/ (accessed July 9, 2022).
[2] SANITAS, "What is nomophobia?". https :// www .sanitas .es/sanitas/seguros/es/ individuals /
health-library / psychology-psychiatry / fears -yphobias / nomophobia .html(accessed July 10,
2022).
[3] BRADISH, "The Smartphone Addiction Measure," Electronic Theses and Dissertations, Georgia
Southern University, Georgia, 2020. Accessed June 5, 2022. [Online]. Available: https://
digitalcommons .georgiasouthern .edu / cgi / viewcontent.cgi?article=3226&amp;amp;context=etd
[4] ACADEMIC MINUTE, Ïs Cell Phone Addiction Real?",
https://academicminute.org/2016/09/james-roberts-baylor-university-is-cell-phone-addictionreal/ (accessed June 5 of 2022).
[5] SPEARTON-, Elon Musk You are Already a Cyborg Joe Rogan Podcast, (September 8, 2018).</p>
      <p>Accessed July 6, 2022. [Online video]. Available: https:// www .youtube .com/watch
?v=ID9DhpOHhwI&amp;amp;ab_channel=Spearton-.
[6] MERRIAM-WEBSTER, Definition of PAIN POINT, Dictionary by Merriam-Webster: America's
most-trusted online dictionary. https://www.merriam-webster.com/dictionary/pain%20point
(accessed July 9, 2022).
[7] CHRISTINAB INSPIRATION, Arduino LilyPad. Things I like, https://christinabinspiration
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