Screen Time and
Wellbeing App

Screen Time and Wellbeing App

Screen Time and Wellbeing
App

Project description

Project description

Project description

Timewise is a mobile app designed to help young adults build healthier relationships with their screens. Developed as part of the Social Interaction course in the MSc Human-Computer Interaction program, this project explored how behavioral science and gamification can support self-regulation and wellbeing.

Duration

1 month

Team

7 teammates

My role

Researcher, ideation, prototyping

The problem

Despite being aware of the negative effects of excessive screen time such as anxiety, poor sleep, and reduced wellbeing, many adults struggle to self-regulate their digital habits, especially for entertainment use.

Existing solutions often rely on rigid limits or guilt-based feedback, which users tend to ignore or disable over time.
This raised the following design question: How might we help adults reduce screen time without making them feel restricted or judged?

Solution

Solution

Solution

Our solution is a mobile application called timewise designed to help adults between 18-30 years reduce their screen time through various techniques inspired by behavioral science and gamification. The features include:

Digital Nudges (Active

and passive)

Perspective and awareness, app shuffling, selective grayscale, and interrupting "immersion" state

Gamification and Motivation

Feedback and motivation system, and reminder notifications

Process

Process

Process

We followed a theory-driven, human-centered design process, relying on secondary research to ground our design decisions in existing evidence and best practices.

Discover: Secondary Research and Exploration

We conducted secondary research, reviewing academic literature on screen time, wellbeing, and behavior change, alongside existing digital wellbeing apps, to understand current approaches and their limitations.

Define: Synthesizing Insights

From this research, we synthesized key insights and reframed the problem around promoting intentional screen use through autonomy-preserving interventions rather than strict control.

Develop: Prototype

Guided by these insights, we explored and prototyped design concepts inspired by behavioral nudges and gamification, translating theory into concrete interactions using Figma.

Deliver: Final Presentation

Developed a comprehensive presentation showcasing our findings and prototype

  • inhibition of accessibility

    The grayscale filter functions by making the experience of using the phone less engaging, while preserving all funcitonality.

    Weather app image
  • Reducing appeal

    switching the location of apps from time to time to promote conscious use and create “Friction”.

    Weather app image
  • interrupt “immersion” state

    5 sec break from immersion to prevent doomscrolling and give a conscious choice to continue

    Weather app image
  • inhibition of accessibility

    The grayscale filter functions by making the experience of using the phone less engaging, while preserving all funcitonality.

    Weather app image
  • Reducing appeal

    switching the location of apps from time to time to promote conscious use and create “Friction”.

    Weather app image
  • interrupt “immersion” state

    5 sec break from immersion to prevent doomscrolling and give a conscious choice to continue

    Weather app image

Achievements

Achievements

Achievements

  • Successfully applied behavioral science principles to create a user-centric solution.

  • Designed and prototyped interactive features like app shuffling and selective grayscale to disrupt excessive screen time.

  • Gained experience in interdisciplinary collaboration and presenting our findings through a comprehensive final presentation.

Lessons Learned

Lessons Learned

Lessons Learned

Interdisciplinary Collaboration

Behavioral Insights

Impact of Gamification

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