Do you event want to be offline?

Three phases of research, 17 participants, and a new model for what digital wellness could actually look like.

Product Design

UX Research

Behavioral Design

how do you sell a product people dont understand?

How we repositioned an unfamiliar product in a skeptical market using community education, category naming, and iterative brand strategy.

Product Development

Strategy

Building a Brand

how do you sell a product people dont understand?

How we repositioned an unfamiliar product in a skeptical market using community education, category naming, and iterative brand strategy.

Product Development

Strategy

Building a Brand

a quick rundown

The tl;dr

Problem:
There's only one model for screen-time intervention: restrict, block, guilt. It hasn't worked. 74% of people who try to reduce their screen time fail.

What I did:
Three phases of independent research — app testing, 1:1 interviews, prototype validation — across 17 participants to understand why.

What we found:
The tools aren't failing because people aren't trying. They're failing because they're built on the wrong premise.

What we built:
A framework for a new model — and an app to prove it works. Complete tasks, earn access, let AI handle the rest. (jump to design)

Role

Independent Researcher + Product Designer

Team

Solo research · Team of 2 for design

Timeline

6 months

Tools

Figma · Zoom · UserTesting

Let's start with the basics

We've been asking all the wrong questions

Over the past couple of years, a quiet movement of going analog has been gaining traction. There's YouTube tutorials on turning smartphones into dumb phones. People switching back to analog planners. A growing desire to reclaim attention. And yet most attempts at digital detox fail without structural support.

The desire to disconnect is real. The tools to do it effectively are not.

76%

feel like they spend too much time on their phones everyday

73%

believe their phones negatively impact their mental health

83%

Gen Z have an unhealthy relationship with their phone

(BePresent 2024)

We know the awareness is there, the willingness to change is there and it's been there for a while. But all this time we've been asking why people want to be online so bad. The real question is:

Why are we struggling to be offline?

It's not you, it's them

Here's why we struggle to get off our phones

Every feature you find hard to resist was designed that way. Social media platforms use the same behavioral mechanics as slot machines — not by accident, but by design.

Variable ratio reinforcement means the next scroll could be nothing or everything. Pull-to-refresh mimics a jackpot. Infinite scroll removes the moment you'd naturally stop. These aren't features. They're retention tactics built by teams whose only metric is how long you stay.

(Visual by Ananya Yadav)

(Visual by Ananya Yadav)

Building a research plan

if this many people are struggling, and tools exist to help them, why isn't it working?

Three phases of research, 17 participants, and an iterative design process set out to find where the disconnect was and what people actually needed.

Phase 1:

5 participants did a Diary Study where they tested three existing screen-time apps over a week. What came back wasn't feedback on features. It was a pattern.

Let's go back to the beginning

if this many people are struggling, and tools exist to help them, why isn't it working?

Three phases of research, 17 participants, and an iterative design process set out to find where the disconnect was and what people actually needed.

Phase One Diary Study

Phase One Diary Study

Phase One Diary Study

Putting The Existing Tools To The Test

Putting The Existing Tools To The Test

Putting The Existing Tools To The Test

5 participants completed a diary study testing three apps in the market over a week, submitting logs every night. Each addressed either delay, mindfulness, and harsh blocking techniques. At the end of the week, a focus group explored one question: how could tools like these better support people who want a break from their phone but can't seem to get one.

"I needed Instagram for work and couldn't get on.
It kept blocking me and asking me to do push ups."

V,25

"I got used to just tapping through it. It didn't really make me stop thinking anymore."

K,22

"The forced breathing exercises are starting to feel like cruel and unusual punishment."

C,26

Phase One Competitive Analysis

Phase One Competitive Analysis

Phase One Competitive Analysis

Learning from what's already out there

Learning from what's already out there

Learning from what's already out there

Beyond the three apps users tested, I audited 9 screen-time tools across the market — including native iOS Screen Time — looking for patterns the diary study might have missed. I found the following gaps:

Beyond the three apps users tested, I audited 9 screen-time tools across the market — including native iOS Screen Time — looking for patterns the diary study might have missed. I found the following gaps:

Lack of

personalization

Absence of a sustainable middle ground

Shallow

reward systems

Phase Two Discovery

Phase Two Discovery

Phase Two Discovery

Understanding The People Behind The Screen Time

Understanding The People Behind The Screen Time

Understanding The People Behind The Screen Time

Phase 1 showed me what was broken about the tools. Phase 2 was about understanding the people using them. I ran a survey alongside 8 in-depth interviews with users who self-identified as having a problematic relationship with their phones — people who had already tried to change and failed.

I clustered observations into themes through an Affinity Map — looking for the moments, motivations, and friction points that kept repeating.

Rather than pointing to a single issue, the research revealed the obvious, that screen use is deeply embedded in daily routines. Phones are used to connect, unwind, procrastinate, and cope with moments of mental fatigue. Any solution would need to adapt to these realities rather than attempt to override them.


As we explored users’ screen-time habits and their experiences with existing tools, we uncovered distinct ways people think about and manage their screen time, shaped largely by their everyday routines.

“It’s something that I’ve been fighting for years at this point, and I think the issue is that it’s in my hands… no one wants to be on their phone 

for 8+ hours a day.”

Darla, 27

Phase Two User Journey

Phase Two User Journey

Phase Two User Journey

Where does the user's time slip away?

Where does the user's time slip away?

Where does the user's time slip away?

To better understand how screen time accumulates, I made a user story and then mapped a typical user journey around everyday phone use. Rather than focusing on edge cases, we looked closely at familiar moments where intention slowly gives way to habit.

As a chronically online user, I want to be more intentional with my screen time, so I can reclaim my time for activities I care about.

As a chronically online user, I want to be more intentional with my screen time, so I can reclaim my time for activities I care about.

As a chronically online user, I want to be more intentional with my screen time, so I can reclaim my time for activities I care about.

User Story

Diagnosis & Discovery

What did we learn from this?

At the end of these two phases - across surveys, interviews, the journey map, and the diary study, the same patterns kept surfacing. These three insights helped diving deep into the users needs and how we might address them.

01

It's a friction problem, not a phone problem

It's a friction problem, not a phone problem

The phone was quick, easy, and gave people exactly what they needed in the moment: a break, stimulation, a reset. Everything else they wanted to do required more effort than opening an app.

02

They want more from their day, not less from their phone

They want more from their day, not less from their phone

They didn't hate their phones. They hated losing track of time on them. What they wanted was to do more was talk to people, finish things, be present. The phone wasn't the enemy. The lost time was.

03

Current tools don’t address the life behind the screen.

Current tools don’t address the life behind the screen.

All the apps we tested did two things: tracked time or blocked access. None addressed what was driving users behavior. Users habituated within days and every tool was either bypassed or deleted.

Which brought us to our revised challenge:

How Might We Empoder People Who Want To Reduce Screentime To Reclaim Their Time Towards Meaningful Activities?

Ideation

What kind of solution would work?

Phase 1 ended with a hypothesis: users wouldn't change through restriction — they'd change through incentive. A full behavioral shift, not a behavioral block. The next two phases tested whether that held up. They did. Restriction alone was failing users. Paired with positive reinforcement, it had a chance of working.

The question wasn't whether to build a reward-based system anymore. It was what one should actually look like.
I used a mind map to chart how the core concepts connected, MoSCoW to commit to scope, and SCAMPER to pressure-test that commitment.

The hypothesis held up across the research. Ideation made sure it could hold up as a product.

building a new model

So, What if access was something you earned?

At this point we've learned most of the existing tools were built on a similar premise: restrict the user to protect them from themselves.

The research kept pointing to a different premise which we later mapped out with our ideation. We had 3 main goals:

lower cognitive load

adapt and be flexible

Reward

don't restrict

To achieve these three goals, we asked ourselves: What if the tool worked with the user instead of against them? What if the apps you'd been avoiding became the reward for the tasks you'd been avoiding?

What if the dynamic flips and somehow restriction becomes motivation?
The existing model traps users in a frustration loop. The proposed model turns the same loop into a feedback system.

Design Ideation

From model to mechanics

The model gave me the what. The flows gave me the how. I started by mapping the two loops that mattered most — earning points and spending them — then sketched against those flows to find the form.

Phase Three Lo-Fi Sketches

Phase Three Lo-Fi Sketches

Phase Three Lo-Fi Sketches

Early Sketches

Early Sketches

These were preliminary sketches to map out some features my team and I wanted to test out. Some included a journal to open an app. One was a coach. one was a task based system which become our proposed model.

Phase Three User Flows & Mid Fi WIreframes

Phase Three User Flows & Mid Fi WIreframes

Phase Three User Flows & Mid Fi WIreframes

Mapping out user flows and narrowing down on the designs

Mapping out user flows and narrowing down on the designs

These were preliminary sketches to map out some features my team and I wanted to test out. Some included a journal to open an app. One was a coach. one was a task based system which become our proposed model.

Phase Three User Testing

Phase Three User Testing

Phase Three User Testing

Where the design didn't yet match the thinking

Where the design didn't yet match the thinking

We tested the Mid Fidelity prototypes with 5 user, similar to the demographic I had tested in the initial phases.
The goal wasn't to confirm the design worked. It was to find where it didn't.

Two patterns emerged. Each one became an iteration.

Iteration 1:

Iteration 1:

The problem:
Users felt stuck in the conversational onboarding. They couldn't tell what the product did before being asked what they wanted from it.

The fix:
Restructured onboarding to lead with the system, then personalize. Show how it works first. Ask what they want second..

"I’d rather see the task system visually, outside of the chat."
- User K

BEFORE

AFTER

Feature overview first.

Personalization through chat second.

Clearer. Friendlier. Faster.

Iteration 2:

Iteration 2:

The problem:
The original Bummer Screen showed users their points but not their pending tasks. Out of sight, out of mind — users hit the block, didn't know what to do next, and lost momentum.

The fix:
Redesigned the screen to surface pending tasks alongside the points balance. The block becomes a redirect — instead of "you're locked out," it's "here's what unlocks it."

"Can It tell me what task I can do?

Right now, it feels like a dead end."
- User R

BEFORE

AFTER

A gentle stop.



Redirect to a quick task.


Back to your apps in no time.

The first fix made the system legible. The second made it coherent.
Neither changed the model but both changed how the users experienced it.

Introducing

NOMO

NOMO

Do more of what matters
& earn back your digital time.

Do more of what matters
& earn back your digital time.

a sneak peak

The Concept


NOMO explores a simple shift: screen time isn’t taken away — it’s earned through meaningful, offline action.

By tying digital access to intentional tasks, the system reframes screen-time management as habit-building rather than restriction. This concept became the basis for exploring a more motivating, flexible, and supportive approach to behavior change.

Turn your screen time into something you earn, not something you lose.

Set up your to do list with tasks.

Complete tasks to earn points,
which unlock screen time for the apps you chose.

Tasks are weighted by priority

High priority → more points 

(deep-focus or effort-based)



Medium priority → moderate points



Low priority → small, quick wins

Set daily app time limits

Once you hit your daily limit, distracting apps stay locked — but you can always earn time back by completing meaningful tasks.

IOS Widgets

A framework for digital wellness

The goal isn't less screen time. It's a better life.

NOMO isn't a solution. It's a hypothesis that was tested.

The hypothesis was that reward-based interventions could outperform restriction-based ones — that users would change through incentive, not friction. The research and the prototype tested that idea. The result was promising enough to suggest the premise is worth taking seriously.

But the bigger question isn't whether NOMO works. It's whether the field is asking the right questions in the first place. 74% of people who try to reduce their screen time fail. That number doesn't reflect a lack of willpower. It reflects a field designing on the wrong premise.

This framework is what came out of asking better questions. It's not a prescription. It's a starting point for anyone designing digital wellness tools — or any digital service that asks people to change their behavior for their own good.