Cody Westerman

Cody Westerman

Screen time management

Screen time management

Screen time management

Intent — September 2021

Intent — September 2021

About this project

About this project

Overview

I completed this project from concept development and research to the designed outcome. This was my capstone project, which I produced during the final year of my degree.

The objective of this project was to provide people with a tool to manage their screen time more effectively. The application aimed to help users feel more in control of their mobile phone usage on a daily basis, which ideally would have positive, long-term effects on how people interact with their devices.

My role

Primary research — I carried out diary studies, user interviews, and surveys to collect data on how people typically interact with their phones on a daily basis.

Secondary research — I conducted extensive research on mobile screen time and people's relationship with their phones.

Design — I produced low-fidelity sketches and wireframes to high-fidelity interactive prototypes, which I used to conduct user testing.

Presentation — I presented the finished project to my professor, tutor and classmates. This included a ~1 minute promotional video.

Primary research — I carried out diary studies, user interviews, and surveys to collect data on how people typically interact with their phones on a daily basis.

Secondary research — I conducted extensive research on mobile screen time and people's relationship with their phones.

Design — I produced low-fidelity sketches and wireframes to high-fidelity interactive prototypes, which I used to conduct user testing.

Presentation — I presented the finished project to my professor, tutor and classmates. This included a ~1 minute promotional video.

Primary research — I carried out diary studies, user interviews, and surveys to collect data on how people typically interact with their phones on a daily basis.

Secondary research — I conducted extensive research on mobile screen time and people's relationship with their phones.

Design — I produced low-fidelity sketches and wireframes to high-fidelity interactive prototypes, which I used to conduct user testing.

Presentation — I presented the finished project to my professor, tutor and classmates. This included a ~1 minute promotional video.

The challenge

The challenge

Summary of the problem

The research I carried during this project revealed the issues underlying the convenience of modern smartphones: our current habits are not conducive to healthy relationships with these devices. This is due in large part to the reward psychology that drives us to habitually check and use our phones.

Problem 1

Frequency of checking phone

People engage in checking habits, checking notifications received, or what the time is, which then leads to further phone usage.

Problem 2

Reward psychology

The behaviour of browsing social media or checking your phone triggers a reward in your brain making it a desirable action.

Problem 3

Mindless scrolling

People are using their phone with no real purpose or intent, which means they have no planned stopping point.

Problem 4

An easy reward

The 'endless' nature of social media content means there's always something new to see, acting as an easy reward.

The result

The result

Summary of the design solution

To facilitate more healthy habits around phone usage, I identified an opportunity to design an app that would allow people to set limits around their screen time and give real time updates and nudges to the user. Rather than simply blocking apps — which generally doesn't last because people find it too annoying and intrusive — my approach was to give the user a set of customisable limits and constraints.

To facilitate more healthy habits around phone usage, I identified an opportunity to design an app that would allow people to set limits around their screen time and give real time updates and nudges to the user. Rather than simply blocking apps — which generally doesn't last because people find it too annoying and intrusive — my approach was to give the user a set of customisable limits and constraints.

To facilitate more healthy habits around phone usage, I identified an opportunity to design an app that would allow people to set limits around their screen time and give real time updates and nudges to the user. Rather than simply blocking apps — which generally doesn't last because people find it too annoying and intrusive — my approach was to give the user a set of customisable limits and constraints.

Feature 1

Session timer

The session timer allows the user to determine a stopping point before opening their phone. By setting this intention up-front, users are more likely to follow through with their goal.

The session timer allows the user to determine a stopping point before opening their phone. By setting this intention up-front, users are more likely to follow through with their goal.

The session timer allows the user to determine a stopping point before opening their phone. By setting this intention up-front, users are more likely to follow through with their goal.

Feature 2

Daily limit

The daily limit feature aims to make people more aware of their screen time. This is more effective than a weekly report because the user is reminded of how much time they've spent on their phone that day before they unlock it.

Feature 3

Optional strict measures

The app gives the user control of how strict their screen time limitations are and what happens if they exceed those limits. This flexibility makes it more likely that the user will adhere to the limits they've set because they are in control.

The app gives the user control of how strict their screen time limitations are and what happens if they exceed those limits. This flexibility makes it more likely that the user will adhere to the limits they've set because they are in control.

The app gives the user control of how strict their screen time limitations are and what happens if they exceed those limits. This flexibility makes it more likely that the user will adhere to the limits they've set because they are in control.

Feature 4

Lockout timer with animation

This setting is optional and comes into play when the user exceeds their daily limit. The user selects how many seconds to be locked out for. During the lockout period, a calming animation is played and the user has the option to close they app they're using.

This setting is optional and comes into play when the user exceeds their daily limit. The user selects how many seconds to be locked out for. During the lockout period, a calming animation is played and the user has the option to close they app they're using.

This setting is optional and comes into play when the user exceeds their daily limit. The user selects how many seconds to be locked out for. During the lockout period, a calming animation is played and the user has the option to close they app they're using.

wrapping up

What the new design achieved

This project led to significant improvements in the user experience for Tapi users. The information presented in tables throughout the product is now more organised, easy to understand, and actionable.

This project led to significant improvements in the user experience for Tapi users. The information presented in tables throughout the product is now more organised, easy to understand, and actionable.

This project led to significant improvements in the user experience for Tapi users. The information presented in tables throughout the product is now more organised, easy to understand, and actionable.

Personal reflection

  • User testing is crucial for projects that explore new concepts that people may not have seen before.


  • Most people recognise and admit they spend too much time on their phones but aren’t sure what to do about it.


  • There is no single solution to managing screen time. What works for one person may not be effective at all for the next person.

If I were to continue the project I would:

  • Test the final product with more people to evaluate the effectiveness of certain settings, such as ‘Greyscale’ and the ‘On-screen timer’.


  • Carry out a long-term diary study with people that are actively trying to reduce screen time.


  • Conduct user testing with a wider range of people, to ensure usability and accessibility across different levels of technical knowledge.

pROMOTIONAL VIDEO

Made with 💜️️ and lots of ☕ by Cody Westerman — 2023