Alcohol Behaviour Change: Lessons Learned from User Reviews of iTunes Apps

Omar Mubin, Abdullah Al Mahmud, Muhammad Ashad Kabir

Research output: Book chapter/Published conference paperConference paperpeer-review

1 Citation (Scopus)
9 Downloads (Pure)


Mobile based persuasive technology can help us to shape positive behaviour and induce habit cessation. This paper reports on the preliminary content analysis of the comments made by users on a set of 18 iTunes apps that were designed to attempt to reduce the over consumption of alcohol and ultimately cut down drinking. In total 204 comments were retrieved from the set of 18 applications using data generated from a custom batch script. Our main results from the content analysis show that an efficient user interface is imperative to facilitate the user acceptance of persuasive mobile systems that attempt to inhibit consumption of alcohol. Furthermore, we noted more positive comments towards apps that adopted a self control behavioural change strategy, particularly as they followed a subtle and not abrupt interaction style. We conclude our analysis by providing a list of design recommendations for mobile apps that can assist in inhibiting alcohol consumption. Our analysis indicated that customisation and the possibility of maintaining incremental milestones were amongst the more sought after app features. © Springer International Publishing Switzerland 2016.
Original languageEnglish
Title of host publicationProceedings of the 11th International Conference on Persuasive Technology
Subtitle of host publicationPERSUASIVE 2016
Place of PublicationGermany
Number of pages11
ISBN (Electronic)9783319315096
Publication statusPublished - 2016
Event11th International Conference on Persuasive Technology - Center for HCI, Salzburg, Austria
Duration: 05 Apr 201607 Apr 2016

Publication series

ISSN (Electronic)0302-9743


Conference11th International Conference on Persuasive Technology
OtherPersuasive Technology (PT) is a vibrant interdisciplinary research field, focusing on the design, development and evaluation of interactive technologies aimed at changing users’ attitudes or behaviors through persuasion and social influence, but not through coercion or deception. Persuasive technologies are used to change peoples behavior in various domains such as healthcare, sustainability, education or marketing.
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