• The most popular feature among my users was the battling aspect of the game. Participants said they enjoyed the visuals, punny names, and catch-phrases; it was both fun and engaging. One participant said they enjoyed the suggestions the app gave them to lower their screen time because it seemed more helpful than the app expecting you to get off your device; instead, the app tells you other things you could be doing or ways to decrease your screen time that the user might not think about.


  • Most participants said that there was nothing they found confusing about the interface; however, one participant said the element icons on the "About Pet" page were too small, so they weren't sure which element each pet was. I followed up, asking "What would make this page clearer?" and they suggested adding text to this page that told the user which element the pet was.


  • Participants suggested that the screen time recommendations could be tailored so that, depending on the user's top apps, the recommendations could be more focused on getting that specific user off those specific apps.


  • When asked if this app seems more effective compared to other screen time monitoring apps, all of my participants answered "yes," and they all had very similar follow-up answers. All of my participants thought that the reward of gameplay would be very effective in lowering screen time because it incentivises users, it makes them passionate about actually lowering their screen time, and it is a fun way to keep themselves on track. One user said that it is better than blocking users from using certain apps because it encourages you to lower your screen time instead of forcing you.


  • When asked if they would look into downloading this app to lower their screen time, all of my participants answered "yes". So, in conclusion, my app succeeded at showing users its effectiveness and fun rewards.


  • My participants rated my interface fairly high for usability. The participants who rated my interface a 5 said that the icons were very easy to understand; the amount of details in the interface was not overwhelming, so everything was clear; and the layout was pretty standard, so it was easily understandable. One participant rated my app a 4.5 because they thought the screen time page should be the first page upon startup.

Methodoloy: an overview of post-activity insights.

During usability testing, I asked post-activity questions to see how easy it was for my participants to use the app, what features they liked or disliked, and if they would add or remove anything from the app to make it more accessible. Here is an overview of my interview questions and how my participants answered:

Navigate to one of your pets in your collection and read their name, element, and stats.

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Navigate to the boss battle screen and begin a battle with one boss. Afterwards, end the battle.

Navigate to the screen time page and tell me your average screen time, which apps you most commonly use, and your suggestions.

Navigate to your profile and tell me your character's name, their pronouns, and try adding a pet to your "featured pets" dashboard.

Navigation test

Participant 1

Participant 2

Participant 3

Participant 4

Returning to research after prototyping

Running usability testing with my prototype.

To make sure my app was succeeding at its intended purpose, I returned to research and started running usability testing. For usability testing, I interviewed the same four participants from my primary research. During this usability testing, I let them explore my prototype while I sat back and wrote down any observations I found. I also ran "navigation tests" where I asked my participants to complete certain tasks in my app and wrote down whether or not they accomplished this task. After they played around with the prototype, I asked them some post-activity questions about their thoughts. I will go into more detail about these post-activity questions later and how I edited my prototype based on my users' needs.


The results from the usability testing and "navigating tests" were very similar across users. Many participants' first impressions were that they enjoyed the visual aesthetic of the app and the humor in the pet names, boss names, or the bosses' catchphrases. Every user also said they enjoyed the screen time tracking page because of the suggestions the app gives the user to lower their screen time. Participants found this very helpful, as instead of just telling the user to get off their phones, it told them ways they could reduce their screen time by suggesting other activities or solutions. Participants also enjoyed the simplicity of the interface and said that it seemed very accessible.


All of my participants were able to complete "navigation tests" easily, which consisted of asking participants to navigate to certain pages, click certain buttons, or read certain words on the page. I wanted to include this in my usability testing to make sure each page was easy to navigate, pages could be accessed no matter which page the user was already on, and that buttons and words were easily identifiable.

  • Most of the participants said they often notice they've looked at their phones for too long (about three times a week), while others answered every day. While users are self-aware, they do not take actions to lower their screen time.


  • When asked how looking at their mobile devices for multiple hours a day makes them feel, all of my participants answered negatively, stating that staring at their phones for a long period made them feel tired, unproductive, or lazy. One of my participants stated that they knew it was bad for their well-being to be using their phone for such a long period and that they needed to log off to feel better mentally.


  • When asked if my participants ever used a third-party screen time monitoring app, all of my participants answered "no". After following up, the answers ranged from "I didn't know those kinds of apps existed" to "I know an app that tries to help me get off my phone won't work" to "I never saw the need to download one".


  • Participants said features such as setting screen time goals or getting suggestions on ways you lower your screen time would be the most helpful in an app. Participants also said getting tracked on the apps they used and their daily screen time would be helpful. One participant also mentioned getting reminders through notifications, which users could turn on or off.


  • Participants reported that they would dislike more invasive forms of monitoring, such as blocking apps or constant reminders. One participant said they wanted the monitoring to be accurate, while another said that simply kicking her off an app wouldn't end up working for her because she would bypass it anyway. This proves that users generally enjoy less invasive forms of monitoring and do not like feeling as though they are not in control of blocking or constant reminders.


  • All of my participants agreed that it would be beneficial to their well-being to lower their screen time, with some saying "absolutely" or "definitely ", while others said "yes" with a more embarrassed tone. Because everyone agreed that overuse of devices is bad for their mental or physical well-being, I believe this app is something that would be overwhelmingly beneficial to users.


What do users look for in a screen time monitoring app?

While screen time monitoring apps are helpful to gain self-awareness, they do little to actually fix the problem of maladaptive consumption of device usage. According to Lindsey Zimmerman's paper, "Your screen-time app is keeping track: consumers are happy to monitor but unlikely to reduce smartphone usage",, most screen time apps improve digital awareness, but it is very unlikely to see a decrease in device usage. Zimmerman also states that consumers prefer noninvasive forms of monitoring, such as tracking device usage, over more invasive forms of monitoring, such as blocking or digital nudges. From this study, I'm able to conclude that consumers are unlikely to decrease their device usage simply through awareness; however, they dislike the disruptive tactics screen time monitoring apps use to get users off their devices. Later, I am going to discuss how my primary research further proves this standpoint.




Starting primary research

To gain more insight into the issue of device overuse and creating an app to combat "screen time addiction", I ran a small study where I interviewed 4 participants, each with a wide range of average daily screen time of 2 hours to 8. Through this study, I wanted to learn more about the necessity a of screen time app like the one I was developing and whether or not it would be popular with users. I also used the same participants to conduct usability testing, but I will discuss those findings later.




Conducting research

Introducing myself to the issue using secondary research.

I decided to begin my User Research with secondary research to better understand the issue at hand, develop ways in which I can improve the usability and effectiveness of my product, and gain insight into what consumers are looking for in an application like the one I am creating. My full, in-depth research can be read here. Here is an overview of my most insightful findings:


Technology Addiction: Creating a healthy balance - (Hazelden Betty Ford Foundation)

  • Technology is very addictive because it fulfills our human needs of stimulation, interaction, and environmental change.

  • Technology has been compared to alcohol and other drugs when analyzing the impacts they have on the pleasure systems within our brains; thus, technology can very easily become an outlet of escapism, a way to boost our mood, or a "social lubricant" to connect with others.

  • While technology is very helpful in our society, maladaptive consumption of device usage is extremely unhealthy.


"Is internet use unhealthy? A cross-sectional study of adolescent internet overuse" in the Swiss Medical Weekly - (Suris, Akre, Piquet, Ambresin, Zimmermann, and Berchtold)

  • Researchers ran a longitudinal study (representative sample of 35 schools in the canton of Vaud, Switzerland) in which they analyzed six somatic health problems within participants, such as back problems, weight problems, headaches, musculoskeletal pain, sleep problems, and sight problems.

  • The results showed a correlation between health issues in adolescence and high internet usage (above 4 hours a day). Problematic users tended to do less physical activity and sleep one hour less on average. Prevalence rates of obesity, poor emotional well-being, and chronic conditions were higher in problematic users.

  • At the multivariate level, problematic users were more than twice as likely to suffer from sleep problems, 74% more likely to suffer from weight problems, 30-50% more likely to suffer from musculoskeletal or back problems, and 58% more likely to suffer from chronic conditions.

  • In conclusion, it is proven that users with a screen time of above 4 hours are more likely to suffer from sleep problems, weight problems, musculoskeletal problems, and chronic conditions; therefore, users must lower their screen time to below 4 hours to prevent serious health consequences.


"Keep your screen happy: Improving the usability of screen time tracking apps" - (Pacherazova)

  • "Hooked: A Guide to Building Habit-Forming Products" by Nir Eyal, an American author who specializes in behavioral design and habit formation, defined the Hook Method as a "simple yet powerful way in which consumers connect their problem with your solution".

  • The Hook Model contains four different steps (trigger, action, reward, and investment) to get the user to move through the hook over and over, which, in turn, will create habitual behavior and get the user to come back to your product.

  • The first step is the Trigger, in which users are told what they need to do to solve their problem and, therefore, use your product as a solution. These triggers could be obvious, external triggers (such as a button that says "Download Now") or more discreet internal triggers (such as a personal relationship that is developed between the user and the product). In my project, I will be using dialogue options, a storyline, and likable characters to keep users entertained.

  • The second step is the Action, which includes the habitual behavior that evolves from the expectation of a reward and uses the motivations and abilities of the user. In my project, the action is reducing screen time with the expectation that users will gain rewards.

  • The third step is the Reward, which is the noticeable solution to the user's main problem. In my project, the reward is seen in two different aspects: the solution to lowering users' screen time and incentives such as fun gameplay and mystery pets.

  • The last step is the Investment, which is the thing that keeps users coming back. In my project, the investment is the reward and evolution system. As the app continues to be used, its value increases as users' evolve their pets and gain rarer, mystery pets.

  • In conclusion, my app will incentivize users using the Hook Model so they want to continue to use the app and, by using it, they will continue to lower their screen time.


After learning more about what makes technology addictive and how device usage can become unhealthy, I wanted to learn more about the ways I can design this app so it is effective for users. Designers use the pleasure system described above to keep their users connected. The Hook Model is a way in which designers can tap into this system. In his book, "Hooked: A Guide to Building Habit-Forming Products", Nir Eyal, an American author who specializes in behavioral design and habit formation, defines the Hook Method as "a simple yet powerful way in which your consumers connect their problem with your solution". This problem could be boredom, finding the answer to a question, or connecting with friends or family. The Hook Model contains four different steps: trigger, action, reward, and investment. The goal is to get the user to move through this hook over and over, which, in turn, will create habitual behavior and get the user to come back to your product.



Figure 1: The Hook Model by ProductPlant

What if we use this stimulation to log off our phones instead of staying logged in?

With this project, I aimed to address this issue by gamifying screen time monitoring. By incentivising users to stay off their phone, I could change this pleasure by staying logged in connection to a pleasure by staying logged off connection. Rewards and gamplay through staying unconnected thus takeover this stimulation our brains crave.

People are finding it increasingly difficult to stay off their mobile devices.

Increasing screen time has been linked to declining physical health, psychological health, and sleep patterns; however, people continue to stay connected to their mobile devices even though it is detrimental. This is called "maladaptive consumption in the form of smartphone overusage," and our brain's pleasure system is the main contributor. Our brains crave rewards, and with increased stimulation through our mobile devices, we can easily feed this craving by checking our phones.

A quick overview

Research

PixelPet is a productivity app and mobile game wrapped in one! PixelPet helps users stay off their mobile devices by gamifying screen time monitoring. In PixelPet, users evolve pets with evolution points and prizes they earn from lowering their daily screen time. Users can also battle their pets with in-game bosses to win rarer pets and additional evolution points.

User Research

Kayla Windust's Portfolio

kayla.windust@gmail.com

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Kayla Windust

Methodology: an overview of my insights.

During this interview, I asked a wide range of questions to gain better insight into my participants' actions on their devices, what they usually use their devices for, how much of that is productive, and what they look for in screen time monitoring apps.


  • My participants had a wide range of average daily screen time, with the lowest being 2 hours and 25 minutes and the highest being 7 to 8 hours. The average of my participants' average daily screen time is 5 hours and 19 minutes per day, which is approximately 2 hours under the national average screen time for adults ages 19 to 25.


  • My participants spent a high percentage of screen time on leisure, ranging from 75% to 90%; therefore, the average percentage of screen time that was spent on leisure between my participants is 83.75%. This means the average screen time my participants spent leisurely scrolling on their phones a day is 4 hours and 29 minutes.




  • My participants reported that they used their phones for entertainment, such as playing mobile games and looking at social media, while other answers were more productive, such as reading emails, using Venmo, contacting friends or family, or searching for something on Safari.


  • Three of my participants reported that their most used apps were "Social", which are social media apps such as Instagram, TikTok, or Facebook, while one participant answered "Entertainment", which could be apps such as YouTube, Netflix, or Spotify.

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