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Title:
AN APPLICATION-IMPLEMENTED METHOD TO REDUCE USER INTERACTION WITH ELECTRONIC DEVICES
Document Type and Number:
WIPO Patent Application WO/2023/245233
Kind Code:
A1
Abstract:
A method to reduce a user or plurality of users interaction with their devices is described. A challenge is defined including the duration of time of the challenge, a desired reduction in interaction with devices, a reward, and the users partaking in the challenge. Input data from the devices and all interactions of the users between their devices are recorded and stored on a web server. The interaction data is retrieved at the end of the challenge duration, and rewards are distributed amongst users depending on their success or failure in reducing their interaction with their devices within the defined challenge duration.

Inventors:
FLOURENTZOU LEE (AU)
Application Number:
PCT/AU2023/050548
Publication Date:
December 28, 2023
Filing Date:
June 20, 2023
Export Citation:
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Assignee:
TIMEOWT PTY LTD (AU)
International Classes:
G06Q50/34; G06Q50/00; G06Q99/00
Foreign References:
US20120157212A12012-06-21
US20130029765A12013-01-31
US20140045157A12014-02-13
Attorney, Agent or Firm:
LESICAR MAYNARD ANDREWS PTY LTD (AU)
Download PDF:
Claims:
CLAIM S

1 . An application-implemented method, comprising: initiating on a device operated by a user a challenge to reduce an amount of interaction between the user and the device; wherein the challenge comprises defining a duration of time of the challenge, a desired reduction in the amount of interaction with the device, a reward, and other users and their respective devices partaking in the challenge; recording an input data from the devices and storing the data on a web server; wherein at the end of the duration of time of the challenge, the input data is retrieved from the web server to determine the usage of the devices; wherein if all users fail to reduce their amount of interaction with their devices within the duration of time of the challenge, the rewards are redistributed evenly back to all the users; wherein if all users succeed to reduce their amount of interaction with their devices within the duration of time of the challenge, the rewards are redistributed evenly back to all the users; and wherein if some users succeed and some users fail to reduce their amount of interaction with the devices within the duration of time of the challenge, the rewards are evenly distributed among the successful users.

2. The method of claim 1 , where in the devices operated by each of the users is a plurality of devices operated by each of the users; and wherein all input data from the plurality of devices are recorded.

3. The method of claims 1-2, wherein a score of points is awarded to the users according to their success or failure in the challenge.

4. The method of claim 3, wherein a leaderboard of the points of users may be viewed.

5. The method of claims 3-4, wherein the user may redeem points for a reward. The method of any of the previous claims, wherein the reward is a financial reward. The method of any of the previous claims, wherein the reward is a non-financial reward.

Description:
An Application-Implemented M ethod to Reduce User Interaction with Beet ronic Devices

FIELD OF THE INVENTION

[0001 ] The present invention relates to an application-based method which challenges and rewards one or more users for not interacting with their electronic device such as a phone, tablet , or laptop.

BACKGROUND TO THE INVENTION

[0002] Electronic device usage has increased as device technology has become much cheaper and more accessible. As an example, mobile phone usage can create a negative impact on a user(s) social habit. In some social circumstances, mobile phone usage can be considered not only socially unacceptable but a detriment to mental health.

[0003] There are various methods that can be used to limit a user's phone usage, such as measuring and limiting the user's time through a mobile phone application. The issue with these applications are that users undertake the task alone, such that there is little to no social encouragement to complete the challenge. This leads to ineffective reduction of the user’s time spent on the electronic device.

[0004] For example, a mobile phone application may monitor users overnight and reward them if they did not interact with their mobile phones. This reward may be in the form of points, which can be redeemed by users for various rewards. Such an application doesn’t challenge other users to join in with the challenge and therefore limits the experience or peer group pressure. There are also other variations of mobile phone applications that can be used to lock the screen and prevent users from accessing their phones for set periods. For example, the phone will have a set time wherein the usage of the phone cannot exceed a certain time, if the time is exceeded the phone will lock.

[0005] The present invention aims to overcome the shortcomings of the previously discussed applications by introducing a social aspect to the challenge of not interacting with the electronic device. The social aspect allowsother users can be included in the challenge to not interact with their phones. SUM M ARY OF THE INVENTION

[0006] In a first aspect of the invention, there is an application-implemented method to reduce user interaction with electronic devices, initiating on a device operated by a user a challenge to reduce an amount of interaction between the user and the device; wherein the challenge comprisesdefining a duration of time of the challenge, adesired reduction in the amount of interaction with the device, a reward, and other users and their respective devices partaking in the challenge; recording an input data from the devices and storing the data on a web server; wherein at the end of the duration of time of the challenge, the input data is retrieved from the web server to determine the usage of the devices; wherein if all users fail to reduce their amount of interaction with their devices within the duration of time of the challenge, the rewards are redistributed evenly back to all the users; wherein if all users succeed to reduce their amount of interaction with their devices within the duration of time of the challenge, the rewards are redistributed evenly back to all the users; and wherein if some users succeed and some users fail to reduce their amount of interaction with the devices within the duration of time of the challenge, the rewards are evenly distributed among the successful users.

[0007] In an embodiment , the devices operated by each of the users is a plurality of devices operated by each of the users; and wherein all input data from the plurality of devices is recorded.

[0008] In an emodiment, a score of points is awarded to the users according to their success or failure in the challenge.

[0009] In an embodiment , a leaderboard of points of the users may be viewed.

[0010] In an embodiment, the users may redeem points for a reward.

[001 1 ] In an embodiment , the reward is a financial reward.

[0012] In an embodiment , the reward is a non-financial reward.

[0013] It should be noted that any one of the aspects mentioned above may include any of the features of any of the other aspects mentioned above and may include any of the features of any of the embodiments described below as appropriate.

DETAILED DESCRIPTION OF THE INVENTION

[0014] Figure 1 is a block diagram of a method for reducing the amount of time that a user spends on an electronic device. An application 110 implemented on a device 5 that utilises its inputs 70, communication module 60, a web server 130, and a payment gateway 140.

[0015] The device 5 may be but is not limited to a mobile phone, tablet , computer, gaming console, or any device wherein software can be uploaded and supported. It should also be noted that when the term device is used, it is may not be limited to a singular device and it may refer to multiple devices. The Detailed Description makes reference to a mobile phone device as an example, but it must be understood that the device is not limited to a mobile phone. It should be understood that the use of an application 110 or phone application 110 within this pat ent is not limited to a mobile phone and can be used on any device 5 that can support the software of the application. It would be assumed that new types of devices will come onto the market over time, therefore it should be assumed that this application 110 can be used on those devices and there is no limitation to what this device is able to operate on.

[0016] The device 5 consists of a hardware platform 20 wherein it comprises a processor 30, controller 40, peripheral interface 50, and comm unications module 60. The application 110 is downloaded and installed onto the device or devices 5. The application 110 is generates data 120 wherein it is stored on the device hardware 20. The application 110 is also able to access all inputs 70 and com munication modules 60 of the device.

[0017] The inputs 70 that the application 110 uses can be either but not limited to any external buttons 80, touchpad 90, or motion sensor 100. The external buttons 80 can be but are not limited to the screen unlock, volume control, or power on and off button. The touchpad 90 can be but is not limited to a sensor on the device 5 that responds to touch such as the screen or fingerprint reader. The motion sensor 100 on the device 5 can be but is not limited to a cam era or photo resistor monitoring the change. [0018] The com munication module 60 can either be but is not limited to Wi-Fi, cellular, or Bluetooth. Though it should be noted that any form of mobile communication can be used to form aconnection with the web server 130. The communication module 60 sends the information from the application 110 to the web server 130 wherein it acts as the main platform for coordinating the data. Other users 150 also connect to the web server 130 once they join the challenge. The web server 130 includes a data server 160 wherein all the information sent from the web server 130 is collected, the user data 170 can be stored in a separate section on the server 160, this collates each of the user's information such as login details and player history. The web server 130 can communicate with a third-party payment gateway 140. The payment gateways 140 can be but are not limited to PayPal, Visa, M asterCard, square, eWay, SecurePay, WorldPay, Pin Payments, or any other form of payment gateway that is capable to accept payments online. The payment gateways 140 allow users to upload funds and obtain fundsfrom the application 110.

[0019] The user data 170 is captured from the device constantly or when the application 110 is being used, the user data 170 that is captured can be but is not limited to all the input 70 data to the device 5. An example of the data may be but is not limited to the total time spent on the device 5 by the user, usage times, time of usage, and amounts of time the device 5 is used during a set period. Though it should be understood that the device 5 is not limited to this capturing thistype of data, and can capture all the data from the device 5 which is found suitable or necessary for the application 110.

[0020] The application 110 may communicate with the payment gateway 140 via a payment Application Programming Interface (API). The payment API may allow the challenge system to instruct the payment gateway 140 to transfer funds in response to a user meeting the challenge criteria.

[0021 ] The application 110 isdesigned to be used in a workplace, home, school, restaurant, business, or a social setting wherein various users would like to challenge each other to reduce the use of a device 5 within the social scenario. The social scenarios wherein this application 110 may be used can be but are not limited to a social outing, family time, during an event, or at a cafe and restaurant. [0022] Firstly, the user will download the application 110 onto their device 5. When the application 110 is successfully installed onto the device 5 the user can open the application 110. The user will firstly be greeted by the first page 200 of the app. The first page 200 of the application 110 will require the user to log in with their user credentials. The application comprises an interface to allow an user to enter such credential s and log in, such as an email 210, password 220, and log in button 230.

[0023] If the user does not have an account, they will be presented with a screen 240 containing an interface wherein they can input their mobile number 245 and continue 250, or the user can opt to use a pre-existing account with a third party such as but not limited to Google 260, Facebook 270, or Apple 280. Once the user has placed all their information in and clicked continue 250 a verification code will be sent to their mobile phone wherein, they will need to input the code into a verification code box 295, and the user will click to next 300 to proceed. It is to be understood that the verification code is not an essential feature of the invention.

[0024] The user will then be prompted to enter in their name into the fields 310, 320, followed by their email address 330. Once these fields are completed, they can continue to the next field wherein they can input their payment details 340, some payment methods such as PayPal or another third-party online fund account can be connected to the application 110. For example, if the user optsto use PayPal, they can select PayPal in the payment method field 340, and then click connect 350 wherein the account isthen connected to the mobile app 110. A visual indication 342 that a payment account is connected to the application 110 will be displayed to the user, as can be observed in Figure 8 wherein the payment account is shown on the application 342.

[0025] The user will now be able to log into the application 110 as a user. The user can view their current history and information on the homepage 355. The information displayed on the user homepage 355 is their point standing 360 which is in relation to their playing history, invitations 370 to games from other users, or the option to start a new challenge 380.

[0026] A challenge can include but is not limited to a time duration, a reward, the time before the challenge starts, a percentage of device reduction time, hours of usage reduction time, reduction of device usage at certain times, and reduction of usage of other applications.

[0027] If the user would like to start a new game, they can click start a new game 380 on the homepage 355, the user will be taken to the start a new game page 385 as shown in Figure 10. Firstly, the user can set the challenge amount or reward 390. The challenge amount or reward can be but is not limited to a dollar value or physical item. Figure 10 demonstrates achallenge amount 390 in a monetary value. The monetary value within the application 110 is not limited to a single currency and can also utilise cryptocurrencies.

[0028] The challenge duration 400 can also be set as a time value, followed by when the challenge will begin 410. As an example, the user can select $1 dollar challenge amount 390, wherein the users do not touch their phone for 2 hours, and the game will begin in 5 minutes. Another example can be observed in Figure 11 wherein the new game details 420 are set out, demonstrating that there the challenge reward is $100.00, the duration of the challenge is 2 hours and 3 minutes, and the challenge starts in 10 minutes. The user can then invite users into the challenge via their contact list 430 or the user's mobile number 440 (Figure 14). An example of inviting a user via their mobile number 445 can be observed in Figure 12 wherein the user's mobile number 450 can be placed into the blank field and then invited 460 into the challenge. An example of a setup game can be observed in Figure 13 wherein the challenge page 465 displays the challenge 420 along with all the other users in the challenge 480. Figure 15 displays an app page 485 wherein the user can see which users have accepted the challenge and which users are still pending an invite.

[0029] When the challenge is ready to begin the users will be provided with a visual countdown 500 as shown in figure 16. Once the countdown 500 is completed, the users start the challenge wherein any device 5 interaction will lose them the challenge and the challenge amount 390 that has been committed. For example, if $100.00 has been set as the challenge amount 390 and if the user interacts with the mobile phone, they will lose the $100.00 which isdistributed to all the remaining users in the challengers. The challenge will remain active for the duration set. Users are also awarded points from the challenge with respect to their overall user challenge history. [0030] If the user forgoes interaction 80, 90, 100 with their device during the challenge, they will be presented with a visual screen as shown in Figure 17, wherein it can be observed that they will be presented with a total amount they have been rewarded 510, and the opportunity to go to a leader board 520 where they can view the other users point standings. Users can also go to their wallet 530 to observe their current total dollar amount 560 in the application 110, as seen in Figure 20. It is to be noted that non-financial rewards may also be viewed (not shown).

[0031 ] If the user interacts 80, 90, 100 with their device during the challenge period, a visual indicator 540 informs the user that they have lost $100.00 as seen in Figure 18.

[0032] The user may also view a leaderboard as seen in Figure 19. The leaderboard displays a ranking wherein the user may observe and compare their point standing 550 against other users.

[0033] Users may withdraw their funds from the application, an example of which is provided in figure 21 . A screen is displays the user’s current balance 565, and provides an interface allowing users to cash out 570 their funds into their account of choice 342. Users can opt to have their funds transferred into a direct debit card 580 if required, wherein their card details 585 can be inputted. Thought it should be understood funds can be transferred into any third-party payment gateway 140.

[0034] Alternatively, the challenge can be a reduction of usage over time in comparison to a social event as discussed above. The application 110 records the input 70 data from the user’s device 5 as soon as it is installed on a user’s device 5. The input data is used to determine the average usage of the device by the user over a set period of time. For example, it can obtain the usage over a day in time. The usage information is then accessible to other users 150 via access from the web server 130. For example, a child may be using a device 5 and a parent would like to obtain data in regards to their child's device 5 usage; the application 110 then obtains that data and information and the parent is able to observe the amount of time the child is using their device 5 over a set period of time. This may be what time during the day the child is using the device, for how long, and what they are using the device for. The parent can then set a challenge with their child wherein the challenge is to reduce the usage of their device or devices 5 over a set period of time, the aim would be to reduce the usage of the device 5 in comparison to the usage for the previous period.

[0035] The usage information 170 may also be accessed by other users 150. An example of another user in this circumstance can be but is not limited to a medical professional, allied medical professional, social worker, psychologist, fam ily member, or friend. Within the examples below we will use medical practitioners and allied health medical practitioners as the example, but it should be understood it is not limited to these professions. A medical practitioner or allied health professional would be interested in monitoring the device usage since high amounts of screen time have been associated with sleep deprivation, obesity, chronic health conditions, loss of cognitive ability, weakened emotional judgement, delayed learning in young children, and lower self-esteem. The other users can set a challenge with the user wherein there is a goal to reduce their overall usage over a set period of time, wherein the duration can be but is not limited to 1 hour to 365 days. The users can then set up a challenge 385 wherein a goal for the reduction of device usage is set, this can be but is not limited to a 1 to 99% reduction of usage. For example, the user can set a challenge wherein each user must reduce their device usage by 50%for a set period of time in comparison to their historic usage, and the challenge amount 390 is $100.00. The user who sets the challenge can then invite other users to the challenge wherein they must reduce their usage in comparison to their previous usage history. A medical practitioner or allied medical practitioner can use this application 110 with a patient wherein their device usage has been associated with a certain medical issue for the patient . For example, it may be identified that the device usage of a patient is high and is in turn affecting their sleeping patterns. The patient then downloads the application 110 onto their device 5. The application may be installed on a plurality of devices 5, such as a combination of a mobile phone, tablet , and computer. This allows the application 110 to collate all the usage data from all the devices 5 of the patient. As the patient uses a device 5 it records the duration of usage, time of usage, and amounts of times the device 5 was engaged. The medical practitioner or allied medical practitioner is able to observe the usage data 170 via the web server 130. The medical practitioner or allied medical practitioner is then able to raise a challenge wit h the users wherein they must reduce their use by a set number of hours or percentage in comparison to the usage data 170 collected. For example, the user may spend 100 hours aweek on their devices. The medical practitioner determines that if the usage of the device is reduced, then a positive outcome for the patient would be achieved, and therefore the medical practitioner then sets a challenge to the user for 30 days to reduce their phone usage by 30% or 30 hours, wherein if they complete the challenge they will be rewarded. The reward can be but is not limited to a financial or non-financial reward. This application 110 then can be used in a circumstance wherein the user's information is evaluated by a professional such as but not limited to a person within the medical industry, the professional can then assessthe data obtain and can incorporate that into their diagnosis or assessment, the professional then sets a challenge in the application 110 with the user to potentially achieve the desired result.

[0036] They application 110 may also be used in the following scenario. A business owner such as a restaurant owner may provide an option to clients to download the application 110 onto their devices 5. If the users accept to download the application 110 onto their device 5, they are then challenged by the business not to interact with their device 5 during their meal time. The business can set a challenge with their clients for their duration within the place of business, and if the clientsdo not touch their device 5 during their time, they will win a reward. For example, if the clients do not touch their device 5 during a dinner sitting, they will be rewarded with but not limited to a discount on a future dining time, a discount on their current meal, or a non-financial gift. Due to the payment system on the application, the business owner may take payment for the meal through the application 110 if required.

Example 1

[0037] The users arrive at a restaurant for dinner with three other users. The users all download the application 110 onto their phone, one user will set the challenge on their phone wherein they set the challenge amount 390, the duration 400, and the duration before the challenge begins 410. Once ready, the user who set up the challenge will invite other usersto the challenge. A countdown 500 will begin alerting the users that the challenge will begin soon, and once the countdown is completed the challenge is active. The users are then not allowed to touch their device 5 for the full duration of their challenge. If a user interacts with their device 5 such as unlocking the device, touching a button, or interacting with the screen, the user will lose the challenge. If a user loses the challenge, the amount will be deducted from their funds and be distributed to the challengers who do not interact with their device 5 for the full challenge duration. For example, if two usersfail the challenge and the challenge amount 390 is $100.00, then $200.00 will be distributed to the remaining two userswho did not interact with their phone. The users who won the challenge can obtain funds from the app by extracting the funds from the app 570.

Example 2

[0038] A user who is a parent sets a challenge with their child wherein the challenge is for the child and parent not to touch their device 5 during a family event. The parent then sets the challenge for $5 for 1 hour to start in 10 mins. The parent then invites the child on their device 5. Once the challenge begins, both users attempt not to touch their device 5 during the duration 400 of the challenge. Both users do not touch or interact with their device 5 for the full duration. Both users are rewarded with points but no funds since both users did not touch their device 5 during the challenge.

Example 3

[0039] A group of users head out to a social event, and one user sets a challenge wherein the challenge amount 390 is $10 for a duration 400 of 2 hours, with the challenge to start in 20 minutes. The user who set up the challenge then invites the other users who accept. The users can then view the starting of the challenge from the countdown 500 on their screen. All the users end up using their device 5 during the challenge and the challenge istherefore forfeited and all the funds are returned to all the users.

Example 4

[0040] A psychologist is working with a patient and the psychologist would like to know if screen time on a device 5 iscontributing any potential issues. The psychologist then asks the patient to download the application 110 onto all of their devices 5 which includes a mobile phone, computer, and gaming console. The user's device 5 usage 170 is then monitored for the next 60 days by the psychologist. After the 60 days of monitoring the psychologist then assessthe data 170 wherein it is revealed the device 5 usage of the patient is very high, especially overnight which is leading to a lack of sleep and then results in further issues for the patient. The psychologist then issues a challenge via the application 110 to the patient wherein they are challenged to reduce their time on the devices 5 by 10% each month, if the patient achieves this, they will receive a non-financial reward.

Example 5

[0041 ] A business offers a challenge to its employees not to touch their phone 5 during work hours. The employees accept the challenge and download the application onto their phone 5. If the employees do not touch their ph one 5 during the work hours they will be rewarded with additional leave.

LIST OF COM PON ENTS

[0042] The drawings include the following integers.

5 Device

20 Phone platform

30 Processor

40 Controller

50 Peripheral interface

60 Communication module

70 Inputs

80 External buttons

90 Touch pads

100 otion sensor

110 Application

120 Application data

130 Web server

140 Payment gateway

150 Other users

160 Server data

170 User data

200 Homepage User name email field

Users password field

Login button

Login in page

Users phone number field

Continue button

Google user connect button

Facebook user connect button

Apple user connect button

Verification page

Verification code fields

Verification next button

Detail page

First name field

Last name field

Email field

Payment method selection field

Displaying the connected account

Connect payment account

User home page

Users points

Invitation

Start a new game button

Challenge setup page

Held to set challenge amount

Held to set challenge duration

Button selection to set challenge start time

Page displaying the challenge

Field displaying challenge setting

Button to select users by their contacts

Button to add usersvia their phone number

Page to add users via their phone 450 Feld to add a phone number

460 Button to invite the user via their phone number

465 Challenge page for users

480 Users in the challenge

485 Challenge page for users about to start

490 List displaying pending invitations

500 Count down timer

510 Display field of winnings

520 Leader board button

530 Wallet button

540 Display field for losses

550 Leader displayed on the leader board.

560 Feld displaying current balance of the user

570 Cash out button

580 Credit card display

585 Credit card field

[0043] Further advantages and improvements may very well be made to the present invention without deviating from its scope. Although the invention has been shown and described in what is conceived to be the most practical and preferred embodiment, it is recognized that departures may be made therefrom within the scope of the invention, which is not to be limited to the details disclosed herein but isto be accorded the full scope of the claims so as to embrace any and all equivalent devices and apparatus. Any discussion of the prior art throughout the specification should in no way be considered as an admission that such prior art iswidely known or forms part of the common general knowledge in this field.

[0044] In the present specification and claims (if any), the word "comprising" and its derivatives including "comprises" and "comprise" include each of the stated integers but does not exclude the inclusion of one or more further integers.