Solution
Downtime integrates the most popular features of screen-time apps, and introduces the necessary aspect of gamification and incentivization to its users. With features that deliver real-world incentives, users begin to feel like lowering their screen-time is worth the effort.
Understand
User Research
User Interview
Competitive Analysis
Define
User Personas
Empathy Map
User Journey
Ideate
User Flow
Information Architecture
Design
WireFrame
HI-Fi Designs
Prototype
Test
Feedback
Conclusions
Future Concepts
initial Problem Discovery
From children to adults - screen time has been an emerging issue within the past 20 years. This problem is widely known and accepted, however we are still seeing this problem increase. With the plethora of apps designed to help users reduce screen time, why is our average screen time still so high?
White Paper Research
One of the ways dopamine is released is when we have positive social connections, and much of our screen-time usage is related to social connections, so a Facebook like or an Instagram share equals a shot of dopamine.
"Taking a break from social media, messaging, or email can prompt feelings of anxiety and concern that we are missing the most important interactions."—Kristina Hallett, PhD, clinical psychologist
Competitive Analysis
Opal
Opal helps you block out apps, notifications, so you can truly focus or simply disconnect.
Strengths
Opal will introduce a free “focus report” based on your screen time data. You can also keep an eye on your focus level with a feature called Focus Score, which tracks your screen-time use and measures your progress in real time. It puts actionable data front-and-center in a clear, concise Story-like format. On the report, you can quickly view metrics like your total screen time hours, the number of pickups, how focused you are during work hours, how you compare with other people like you and more.
Weaknesses
Blocking you out: Opal attempts to lower screen time by blocking out 'problem' apps. The user will not have access to certain items they downloaded, which causes frustration and leads often to deleting the app for freedom.
Cost: Opal's subscription plan is considered expensive by some users, which may be a deterrent for those on a budget. There is no free trial for the one-time payment subscription plans, which could affect the willingness of potential users to commit to the app without trying it first.
Platform Availability: While the app is designed for iOS and Chrome, other platforms like Android, macOS, Safari, and Firefox are not supported at the time.
Takeaways
After initial research and a competitive analysis, I drew a new conclusion. The attachment to the dopamine provided by screen time needs to be replaced by offering users an alternative, healthier way to receive this chemical; rather than immediately removing this attachment.
To figure out exactly how to solve this issue of uncontrollable screen time and apps that are not working, I needed to understand how users behave regarding their app usage.
User Research
SURVEY
I did survey with 55 potential users in combination with interviews from individual conversation to know their views, experience and to collect quantitive and qualitative data. The target audience was between the ages of 20-50.
82%
Spent 3+ hours on social media applications daily.
61%
Have tried to lower their screen time in the past, and have failed.
68%
Reported screen time has affected productivity and daily routines.
73%
Would try an app that offers a unique solution to screen-time
My interviewees were 10x more likely to use their phones less when they were in social settings, or have had a lot of social connection in one day.
Insights and Themes
55 Surveys and 15 Interviews Later….
1
People are less likely to use their phones when their dopamine is replaced by other activities
This is even more prominent when people are connecting in social settings
2
People mostly use social media to avoid feelings of loneliness.
Social media gives people the feeling of connection, and completely removing them from it will not be effective.
3
Users are likely to use social media platforms when avoiding unwanted tasks.
This allows users to have feel good chemicals, while their tasks are more of a daunting feeling.
User Persona
How Does it work?
Incentive based rewarding
Offering users an incentive to reduce their screen time; gamifying the experience of lowering screentime. Users can gain discounts, or rewards based on how many points they gain by reaching milestones.
Unobstructive usage notifications
Notifying users of their high usage categories daily, while also notifying them of their successes. A slight notice that they have a high screen time, rather than locking users out. From my research I learned people feel social connection through their phone, and they cannot be locked out or this will cause users to want to quit their journey.
WireFrames
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