Screen Time
Tools and rituals that help people build healthier device habits without sacrificing the things they actually want their devices for.
Role
Overview
Screen Time is an exploration into how a thoughtfully designed product can shift the relationship people have with their phones — from reactive use toward intentional use.
This case study walks through the problem framing, research, and design decisions behind the early prototypes.
Problem & Research
Existing screen-time tools rely on hard limits and shame loops. They're effective for blunt restriction but rarely change underlying behavior. The opportunity is to design for awareness and intent, not punishment.
(Research methodology, interviews, and key insights — placeholder.)
Design Exploration
Early concepts experimented with intent-setting flows, friction at app-launch, and ambient summaries that surface patterns without nagging the user.
Wireframes — placeholder
Final UI
Final screens of the onboarding, intent capture, and weekly recap experiences.
Final screens — placeholder
Outcome & Learnings
(Outcome metrics, qualitative feedback, and what the project taught about behavior change product design — placeholder.)