Limited screen time has been recommended by the American Academy of Pediatrics for all children and no screen time for children under 2 years of age. With the advancement in technology, the prevalence and detrimental effects of excess screen time on children has become a global problem that can lead to health issues such as obesity and other cardiovascular diseases among both adults and children. This article examines the drivers of screen-related sedentary behavior within the home context and reports on parents’ attitude in supporting children’s associated behavior. The study implemented a mixed method approach of online questionnaire and face-to-face interviews. A total of 140 questionnaires, 10 semistructured interviews, and responses from parents were used to evaluate children’s behavior toward screen use and parents’ perception. The analysis of the article has shown that parents are concerned about their children’s screen time during weekends and holidays with a significant correlation between the number of hours their children spend on on-screen activities and their level of concern (P < .01). Also, for the same P value (P < .01), it has been found that there is a statistically significant positive relationship between children’s screen time and their food and beverages consumption. Children’s use of screen technology is becoming a challenge for parents as they present barriers to healthy physical activities. From the parents’ viewpoint, there is a need to change the screen use habit and this requires an appropriate intervention that promotes gratifying measures to induce more active behaviors to displace screen viewing.
Designing products to be more sustainable is crucial if the UK is to meet the challenge of its ambitious new carbon reductions targets by 2050. How designers, manufacturers and service providers conceptualise behaviour is key to understanding how there will be widespread adoption of new products. The research area referred to as Design for Sustainable Behaviour has emerged to explore measures of reducing environmental impact through moderating the way people use products, services and systems. To date, though, characterisations of its strategies have been relatively one-dimensional, with an emphasis on environmental psychological approaches to understanding behaviour. This paper draws on a wider set of literature and academic disciplines to propose a conceptual framework that incorporates three dimensions: empowerment, information and motivation. This three-dimensional framework argues for a wider understanding of behaviour that encompasses feedback, participation and acknowledgement of the wider social and organisational context that behaviour is situated in. This framework is presented, the implications for theory and practice are explored, and a challenge is laid down to designers, academics and policymakers to consider how this framework can be applied, tested and further developed.
There is an increased focus on research identifying design strategies to influence user behaviour towards more sustainable action, known as design for sustainable behaviour (DfSB). Recent literature in this field has introduced a number of design processes, and developed a model that emerged through consensus. However, not enough case studies are accompanied by those proposed strategies; therefore it is difficult to evaluate their effectiveness. This paper presents findings from a case study of inducing a sustainable behaviour - using human-power to drive everyday energy using products (EuP). It presents the result of applying the strategy to an artefact and evaluation was carried through conducting a product-in-use study. The analysis provides an explanation of how each of the participants copes with the use of a new artefact and account for different types of motivations that have affected their behaviour determinants.