(Dis)engagement-by-design
Although many individuals feel dissatisfied with the amount of time they spend online, most people find it immensely difficult to regulate their smartphone- or social media use. Until now, research within the area of digital overuse has primarily focused on addressing when and why individuals engage in overuse, highlighting the responsibility of the user. However, this approach ignores that these technologies are deliberately designed to drive user engagement. For example, social media platforms employ features such as pervasive notifications, infinite scrolling, and algorithmic personalization. Recently, these engagement-promoting features have received increasing attention in public and political debates, resulting in regulations for platforms (e.g., Digital Services Act). Yet, research on the role of smartphone and social media design features is scarce: it is still unclear how impactful different features are on digital overuse. Therefore, the (dis)engagement-by-design research line, launched in 2022, aims to provide insights into the mechanisms that drive digital overuse as well as potential disengagement-by-design features that may help individuals regulate their use. These insights can help to inform future legislation aimed at protecting users.
The (dis)engagement-by-design team consists of Susanne Baumgartner, Sindy Sumter, and Cynthia Dekker.


At CcaM, our work focuses on the study of entertainment media - namely, how media entertainment is selected and the conditions that explain sustained use and effects. This research line aims to understand how, when, and why today’s entertainment media may meet the unique entertainment needs of young people alongside the outcomes of this use. 
Robots are becoming increasingly prominent in our society. They are no longer simply used to carry out practical tasks, but nowadays also engage in social interactions with people. Robots that can interact with people in a meaningful way are called ‘social robots’. Not only adults, but also children increasingly encounter social robots. To a child, such a robot can be a conversation partner, but also an educational tool. Because while relatively little is known about child-robot interaction, robots rapidly become more present in children’s lives. Therefore, the CHILDROBOT project aims to investigate the interaction between children and social robots.
The Romantic Mediated Communication (RoMCoM) team focuses on how new (entertainment) technologies affect romantic relationship initiation and functioning in general. This line asks how young people use technology to establish and sustain relationships relationships. Following our work on dating app motivations, the next step will be to understand for whom and under which circumstances the mobile entertainment space - particularly dating apps - can enrich or endanger well-being.
Smartphones are among one of the most pervasive technologies that young people throughout the world have adopted for entertainment experience. And yet, at the same time, there is increasing evidence that smartphones may have a detrimental influence on sleep. Problematically, this evidence has ignored individual differences in development by focusing mainly on adults, lacks an interdisciplinary approach, and suffers from significant methodological limitations (e.g. heavy reliance on self-report data). Launched in Spring 2019, the digiSLEEP team will address these gaps by capitalizing on the latest methodological and technological innovations in the field of media exposure and sleep tracking. The digiSLEEP team aims to understand how smartphones are influencing sleep of today’s adolescents and emerging adults by asking about the the effect of time spent on smartphone, the effect of exposure to smartphone screen light, and the effect of smartphone media content. This research line is co-directed by Susanne Baumgartner and Sindy Sumter. 
