OVERVIEW
Hour Off is a conceptual iPhone application designed to combat excessive smartphone usage among adolescents and young people. Through extensive research and planning, this app also serves to raise awareness to the psychological dangers of social media and its subtle, yet powerful manipulation tactics.
PROBLEM
With smartphone usage becoming more common among adolescents and young people, there is a growing affinity for social media applications. This is effectively leading to a growing relationship between screen time and mental health.
GOAL
Devise a potential part of the solution to this social issue by designing an iOS app that encourages people to use their mobile devices less, while also educating them about social media dangers and how they can change their habits in a healthy way. 


​​​​​​​RESEARCH
I wanted to focus on ways screen-time impacts daily activities such as sleep, socializing, work, and school (activities). Then I wanted to look at the specific ways apps (particularly social media) are deliberately consuming users time to the fullest extent in order to turn profits. I looked into the specific design elements incorporated into these platforms that make them so irresistible.

EVALUATE
I came to 3 main conclusions based on the research I conducted.
I wanted to focus on ways screen-time impacts daily activities such as sleep, socializing, work, and school (activities). Then I wanted to look at the specific ways apps (particularly social media) are deliberately consuming users time to the fullest extent in order to turn profits. I looked into the specific design elements incorporated into these platforms that make them so irresistible. 

The result was eight distinct topics that I felt were the most important to understand in relation to screen-time usage and the consumption of people's time.

I wanted to think of key goals for the app and a central message it would convey both stylistically and through its intended functionality. In order to do so, I asked myself the following questions:
Through my questions and brainstorming, I broke the app down into 4 main functions/goals:

- Create awareness for people and their own habits
- Educate people about screen-time usage and social media tactics
- Encourage people to focus on goals and to-dos that matter
- Incentivize people to take breaks from their smartphones 
HOME SCREEN WIREFRAME:



HOME SCREEN
The home screen is where users can access any function of the app directly. There is intentionally no hamburger menu or bottom navigation with the goal of limiting users time on the app. Once they understand the functions on the home screen, there are no other screens on the app to learn.




WEEKLY TIPS
There are a total of 10 lessons the user would receive over the course of 10 weeks. Each lesson is concise and 500 words or less. The top menu allows users to scroll through lessons and select ones they want to view from previous weeks.
FOCUS SESSIONS
Users can select a to-do/goal from their list and then press the focus button in the middle to start a focus session. The screen will direct them to put their phone away and would then track the time they have spent away from their device. The session ends once the user unlocks their phone again. Focus sessions can also be started without selecting an item from the to-do list.


STICKY NOTES
At the bottom of the homepage users can scroll through their most recent sticky notes. They can tap on each to view the prompt and pin the notes they like the most.





ALL NOTES
The "See All" page consists of all the notes the user has accumulated . Notes are sorted by most recent and the user can view their pinned notes to see their favorites.

ANSWERING PROMPTS
Users can tap "Answer Prompt" to view a randomized question that helps reflect on their goals and positive experiences. The answers will be used as sticky notes for other people using the app
FULL INTERACTIVE APP PROTOTYPE:

You may also like

Back to Top