The Audit

Every claim on this site, checked against the actual studies.

I sell a service that's partly built on research, so I had the research checked. Here's every number I use, where it comes from, whether it held up — and the one that didn't.

How to read this

Three verdicts. Verified means the number matches the source. Verified with a caveat means it's right but needs context, and the context is in the table. Corrected means my claim didn't survive the check — so I changed it, and the row shows what it said before and what it says now.

One more honesty rule: a stat from a survey company or an industry report is labeled survey or industry. Those are legitimate for "how many people do X" questions, but they are not peer-reviewed science, and I don't dress them up as if they were. Peer-reviewed sources link to the actual paper.

How much people use these things

On small screens, scroll horizontally to see all table columns.

The claimVerdictSource
"Checks their phone 186 times per day" Verified Reviews.org Cell Phone Addiction Report survey — the number moves year to year (2024 reported 205)
"46% of Americans say they're addicted to their phones" Verified Consistent across several survey vendors survey — range across vendors runs 44–57%
"53% have never gone more than 24 hours without their phone" Verified DemandSage / Reviews.org survey
"Average daily screen time: 4 hours and 30 minutes" Verified, with a caveat That's your phone only. Total screen time across all devices runs closer to 7 hours a day. The guide now says "on your phone alone." survey
"Dumbphone sales grew 25% in 2025" (what this site used to say) Corrected No named source could be produced for the 25% figure, so the guide now says the market is growing without quoting a number. unsourced

What phones do to relationships

On small screens, scroll horizontally to see all table columns.

The claimVerdictSource
"46% of people say they're regularly phone-snubbed by someone they love" Verified Roberts & David (2016), Computers in Human Behavior — the peer-reviewed anchor study on "phubbing"
"23% say it's caused serious problems in their relationship" Verified Same study. The interesting part: the damage runs through conflict about phone use — which is exactly what a signed household agreement goes after.
Phones out at meals degrade the conversation Verified, with a caveat The real-world evidence holds: Misra et al. (2016) observed 100 actual conversations — device present meant lower-rated conversation quality and empathy. But the famous lab finding that a phone's mere presence face-down poisons a conversation failed to replicate in two later attempts. So I say "phones away at meals" — and I don't claim the face-down phone is hurting you by existing.
Watching a partner's accounts makes a relationship safer The opposite is verified Métellus et al. (2025), Journal of Marital and Family Therapy — 322 young adults followed over two years: surveillance predicted lower relationship satisfaction a year later. It's why "no covert monitoring" is a hard rule of mine, not a preference.

Sleep, notifications, and the one I got wrong

On small screens, scroll horizontally to see all table columns.

The claimVerdictSource
"Each hour of screen time after getting into bed increases your chance of insomnia by 59%" Verified Hjetland et al. (2025), Frontiers in Psychiatry — 45,202 Norwegian students. Also ~24 minutes less sleep per hour of in-bed screen use.
"People who use phones before sleep get 50 minutes less sleep per week" Verified Zhong et al. (2025), JAMA Network Open — 122,058 people; roughly 38–50 min/week depending on weekday mix.
"Grayscale reduces usage by up to 40% in the first week" (what this site used to say) Corrected The actual study — Holte & Ferraro (2020), 161 students — found about 38 minutes a day, roughly a 17% drop. Somewhere along the way, 40 minutes became 40 percent. The guide now says "30–40 minutes a day." Still worth doing; just not a miracle.
Turning notifications off (rather than ignoring them) is worth it Verified Stothart et al. (2015), J. Experimental Psychology — a notification costs you attention even when you don't answer it, at a cost comparable to actively using the phone.

Why "it's not you" is a research statement

On small screens, scroll horizontally to see all table columns.

The claimVerdictSource
Frustrating computer experiences historically ate a third to half of people's computer time Verified Ceaparu et al. (2004) — 47–53% of computer time lost to frustrating experiences; median frustration 7 on a 9-point scale.
Twenty years later, being good with computers still doesn't protect you Verified Hertzum et al. (2023), ACM ToCHI — time lost improved to 11–20%, but frustration was unaffected by computer experience or self-efficacy, 84% of frustrating episodes were repeats, and a quarter couldn't be resolved by the user at all.
Tech failures stress your body more than losing money Verified, small study Korosec-Serfaty et al. (2022), Frontiers in Neuroscience — system delays produced greater physiological arousal than financial loss. Only 15 participants, so: promising, not settled.
Being locked out of your digital life genuinely damages well-being Verified, mostly in older adults Zheng et al. (2024), Current Psychology — nearly 4,000 people: the harm runs through learned helplessness, and confidence-building reverses it. Studied most in older adults; I apply the mechanism to everyone, and I say so.

Why a computer guy publishes his sources

Because I ask you to trust me in your house, near your passwords, in the middle of a conversation about how your family lives. That trust should survive you checking my work. If a number on this site is wrong, I want it caught — the grayscale claim above got caught, and the site got better.

The full research file — including studies that didn't hold up and the famous findings I deliberately don't use — runs deeper than this page. Ask me about it and I'll happily talk your ear off.

Checked enough?

The service all this backs is the Household Tech Reset — two visits that fix how your house shares passwords, calendars, and screens.