SIEGEL+GALE

MIZER

User experience research project and case study on the topic of increasing screen use in children.

Design Scope

User Research, Interface Design, Prototyping, Case Study

Timeline

September 2022 – December 2022

The Problem

Screen time has been continually increasing among children over the backdrop of an increasing reliance on digital platforms following the COVID pandemic.

The Case Study

This case study covers research related to the impact of screen time on children, child device monitoring, and achieving healthier relationships with screens through a family-oriented lens. Outcomes include establishing the negative effects of increasing screen time, synthesis of the most effective screen time reduction methods, and insights into creating the most effective screen time reduction solution for children.

Our Research

User + Expert Interviews

Alongside initial online research, users and experts were asked questions regarding their general experiences with screen use. Users interviewed included two college students and a family of three with a 10yo child. Experts interviewed included a high school and elementary school teacher that both taught through COVID, and an optometrist.

Rigid Device Management Apps

Device control apps for children that set rigid device activity schedules and hard curfews dominate the Mobile Device Management (MDM) market. Major insights drawn from user insights and testimonies conclude that:

  • Strict device control apps can have socially damaging effects on today’s children.

  • Strict device control apps hinder children’s relationships with the digital world.

Device Tracking Apps

Device tracking apps fall short of enforcing positive changes in behavior, but are most preferred.

  • In app-store reviews, consumers often describe screen-time apps as “insufficiently restrictive” to actually change mobile habits

  • Self-tracking can reduce intrinsic motivation and experienced enjoyment of an activity

  • Despite knowing that an informational tracking app is not most effective for usage reduction, consumers evaluate it more positively than a coercive (blocking) app or a digital nudge app

Motivation Design Classes

Certain user interface experiences can create design friction that can motivate users to action. The three classes of gamification, quantified-self (QS), and social networking are as follows:

🎯

Gamification

Engaging UX that seeks to function as a game. This includes reward systems, performance metrics, and even groups of competing players.

🧘‍♀️

Quantified-Self

Methods of tracking user performance and activity with means of relaying it to the user.

🧑‍💻

Social Networking

The integration of other people's experiences with your own, the foundation of any collaborative or competitive platform.

Family-oriented experience

The screen use habits of parents can influence the behavior of their children. Incorporating a healthy practice for the whole family creates an equalizing space that boosts motivation.

Mobile self-tracking calls for complementary strategies such as rewards, social comparison, or competition

Incorporating social networking into an experience (how others are doing) increases motivation for children and offer parents opportunity to set a good example

Implementation of screen time rules and adult modeling are effective interventions to reduce screen time

Research Takeaways

  1. Digital nudge apps that incorporate design friction and notification systems into the user experience serve as the perfect intermediary between rigid device control and passive self-tracking.

  2. In a world where limiting screen time is counterproductive to our daily lives, other habits beneficial to your eye health can be practiced that are easy to adopt and are non-disruptive to your device use.

  3. With parents’ influence over their children’s device habits, including parents in on a healthy eye practice can further motivate children and foster better eye habits for the whole family.

Next Steps

1

Creative a service tied to the digital experience of our users to promote healthy non-disruptive eye habits and bolster self-awareness without rigid limitations on device use

2

Understand the specific goals and needs of our users through the context of goal foci and the three motivation design classes

3

Form a space within the family ecosystem that puts eye health first while understanding the limitations brought on by the digital environment

Ideations + Design Solutions

Brainstorm Session

Group workshops were held to determine painpoints and brainstorm ideas for the potential prototype. The workshop prompts were as follows:

  • Define healthy and unhealthy eye habits and post stickies in the respective categories.

  • Brainstorm how these healthy eye habits can be enforced and/or how these unhealthy eye habits can be avoided.

  • Finally, how can these ideas be tailored to a digital experience for the potential product?

collaborative brainstorm + affinity mapping with classmates

user journey map of a parent experiencing the app from onboarding to advocacy

user persona of mother

user persona of child

Prototyping

Prototyping combines our research findings and UI/UX sketches, with frequent usability testing to realign the user flow while also beginning to incorporate design system choices.

Signup Process

  • Sign up or login for a parent account

  • Sign up or login for a child under a parent's existing account

  • Instructional modals for enabling Family Mode (see below), selecting different device activities monitored, and connecting new devices

set time-specific use goals on a daily, weekly, or app-specific basis. goals can be enforced with a digital nudge or hard limit.

set app-specific screen time goals for your child's most used apps.

Habit Builder Switches

Settings to help enforce sustainable screen use habits for any demographic. Receive routine digital nudges to...

  • enforce periodic screen breaks

  • promote healthy eye-to-screen distance

  • habitually correct screen use posture

Activity Report lets you see details of your child's screen and app-specific activity for the past day, week, month, or year.

Browsing History lets your see your child're screen activity based on app used, time spent, and date of activity.

Family Mode

Apart from selecting individual devices to monitor, key features of Family Mode include:

  • holistic view of all device activities

  • set goals and regulations for entire network of devices

  • see device activity over different time periods as well as app-specific activity

App Blocking allows you to block or enable your child's apps from a selection of their most used apps to their browsing history.

Add devices via security code to connect it to your devices for monitoring

User Testing and Development

Usability testing from potential users has informed the developments of many iterations of the product. Interviews asking about sers' feelings and dificulties using the product has influenced the information architecture and user flow of many of the product's features.

Incorporating icons

  • users were often confused by certain touchpoints' uses without visual aid

  • icons were incorporated for more important and abstract features such as Family Mode and Adding Devices

before icons

after incorporating icons

Implementing app-specific goals

  • setting screen time goals for individual apps is an industry standard in the MDM market

  • usability tests produced insights into how app-specific goal settings could be designed into an interface

  • with the help of user feedback, app-specific goals can be set for the child's most popular apps

Siloing the Family Mode function

Users found the Family Mode setting originally being mixed within the hierarchy confusing. Moving Family Mode to the header...

  • helps organize the hierarchy more clearly

  • makes it more visible, requiring less clicks to access it

  • visually elevates its importance within the prototype

before siloing family mode

after siloing family mode

Integrating hard limits into goals

Users found the initial Screen Time Limit and Goals tabs redundant.

  • the two tabs could easily be merged

  • integrating coercive screen time limits into screen use goals remains fluent while giving more options to the user

  • saves space for future additional tabs in the main menu

Visualizing the child's experience

Future iterations will involve building upon the child user persona to create a prototype of what the monitored child experiences.

  • notifications to enable Habit Builders and other features

  • results of the family's weekly goal monitoring

  • timely warnings before screen time limits or goals are reached

  • routine nudges to fix your posture or eye-to-screen distance (if respective Habit Builders enabled)

Design System

Design audits of competing products on the market inform the color and font choices that populate the prototype's interfaces. Hierachies for both typography and color palettes are established alongside the information architecture of the prototype.

Product design research

  • similar products on the market, including Apple's Screen Time, contain a palette of lighter greens and purples

  • a custom palette distinguishes the interfaces while leveraging the recognizable qualities of existing products

gradated brand color system for light and dark mode

components integrating color system leveraing iOS design system

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