Table 1.
The classification framework of app features.
| Category and feature | Definition | Source of definition | |
| Self-tracking | |||
|
|
Use history and visualization | Provides a summary of mobile phone use history and a visualization (ie, mobile phone use history, notification, most used app, and unlocked count) daily, weekly, or monthly | Monge Roffarello and de Russis [13], Lyngs et al [21], and the authors of this paper |
| Social tracking | |||
|
|
Social sharing of mobile phone use | Shares progress | Lyngs et al [21] |
|
|
Global comparison | Provides information about the global use average and compares it with the user’s mobile phone use | The authors of this paper |
| Goal setting | |||
|
|
Set goal or group goal | Allows users to set limits on mobile phone use or desired focus time. In addition, users can create groups within the app to set use limits for specific apps, such as social media apps | Lyngs et al [21] and the authors of this paper |
|
|
Set activity or interest goal | Allows users to set goals for hobbies or activities | Lyngs et al [21] |
|
|
Goal warning | Sends use alert (a reminder when the set limit is approaching) | The authors of this paper |
| Blocking | |||
|
|
Spontaneous | Allows users to lock the mobile phone quickly (duration can be chosen), lock the mobile phone (until the user chooses to unlock it), or immediately disconnect via 1-click access to the widget | The authors of this paper |
|
|
Scheduled | Schedules or sets rules to silence notifications, alerts, and calls; schedules blocklist; schedules off time; disconnects from distracting apps; automatically enters “do not disturb” mode; and automatically locks apps (a password or PINa must be entered to continue accessing apps, modify the active app block profile, or uninstall the app used to reduce mobile phone use and MMPUb) | The authors of this paper |
| Gamification | |||
|
|
Gain or loss points | Incorporates engaging features to motivate users to reduce mobile phone use. One such feature is the points system, where users can earn rewards by staying focused and lose points for excessive mobile phone use | Lyngs et al [21] |
|
|
Real-world reward | Plants trees (ie, Forest app) | Lyngs et al [21] |
| Simplification | Changes the interface display from color to black and white to make for a less engaging screen (ie, grayscale mode); other authors call it minimization [21] | The authors of this paper | |
| Assessment | Assesses the level of addiction to help users understand their current situation | The authors of this paper | |
aPIN: personal identification number.
bMMPU: maladaptive mobile phone use.