I am working on the topic of eye health and screen use to help children and their families achieve a healthier screen-based lifestyle through a device monitoring & digital nudge app promoting healthy eye habits and screen efficiency for children or the whole family. Potential outcomes include an extensive body of research 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 product for the developing youth.
Alongside initial online research, users and experts were asked questions regarding their general experiences with screen use.
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:
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
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:
The screen use habits of parents can influence the behavior of their children. Incorporating a healthy practice for the whole family creates an equalising 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
Effective interventions to reduce screen time in children may require not only the implementation of screen time rules and restrictions, but also adult modeling of less screen use
Using the insights gained from user research, production moves on to synthesizing strategic findings into informative visualizations that set the framework for the product prototype.
Group workshops were held to determine painpoints and brainstorm ideas for the potential prototype. The workshop prompts were as follows:
Combining and applying our research findings and user experience visualizations, initial developments of the prototype begin with constant feedback from usability testing and while beginning to incorporate design system choices.
Settings to help enforce sustainable screen use habits for any demographic. Receive routine digital nudges to...
Apart from selecting individual devices to monitor, key features of Family Mode include:
Usability testing from potential users has informed the developments of many iterations of the product. Interviews asking about users' feelings and difficulties using the product has influenced the information architecture and user flow of many of the product's experience points.
Users found the Family Mode setting originally being mixed within the hierarchy confusing. Moving Family Mode to the header...
Users found the initial Screen Time Limit and Goals tabs redundant.
Future iterations will involve building upon the child user persona to create a prototype of what the monitored child experiences.
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.
Cairo is a variable sans serif typeface whose distinctively rectilinear rounds lends itself well to the tone of the product, as well as its variability for a type system that needs no pairing.