ROADMAP
1. Screentime 2.0 Demo Reel
2. Observations & User Research
3. Defining the Problem
4. Rapid Iteration & Concept Development
5. User Testing & Final Design
6. Full Feature Set
7. Conclusion
UX Design, User Research, Prototyping
Screen Time 2.0 is a behavioral psychology- and user research-driven redesign that promotes healthy device boundaries, enabling users to be productive, be in the moment, and use their phone as a tool rather than a distraction.
TIMELINE-
4 weeks
ROLE-
Sole Designer
TOOLS-
Figma, Illustrator
CONTEXT
Apple Screen Time aims to prevent phone overuse with reminders and restrictions. In practice, however, the system is easy to ignore, causes panic and irritation, and generally has minimal impact on phone usage.
*The ideas in Screen Time 2.0 are conceptual and have not been implemented by Apple.
COMPETITIVE ADVANTAGE
Many of Screen Time 2.0's mechanisms already exist but are rarely used on Apple devices. Implementing Screen Time 2.0 would take up minimal extra device storage and drive users towards device capabilities that currently serve little purpose, increasing investment in Apple infrastructure.
In a market dominated by fast trends, Apple can stand out by reaffirming its commitment to serve the public good, simplicity, and excellence. Giving users an option to build healthier boundaries with their devices creates lasting trust and opens a market to those who wish to be connected digitally, but not all of the time.
DEMO REEL
A quick demonstration of how Screen Time 2.0 works. In summary, standard mode keeps you updated on how much time you're spending on each app. Productivity mode has a built in break timer that promotes good work/rest habits. Social mode prevents excess phone usage while out with friends while ensuring access to applications that help you get home safely. Wind Down encourages high-engagement, thoughtful activities before bedtime. Sleep limits phone usage, generally. Wake Up catches you up on what's important and omits the rest. Cheat Day must be scheduled in advance and disables all restrictions for 24 hours.
DEVICE BOUNDARIES
Since device use is a relatively new thing, many people were not taught how to exist in the world without their device, or how to set boundaries with devices. In social contexts, phones regularly take away from human connection. In work contexts, people use phones to procrastinate, avoid challenges, and distract themselves. In the morning and at night, people use phones to regulate their emotions, avoid processing events, and doom scroll.
Although phones have plenty of great benefits, like the ability to connect people across the world, access unlimited information and ideas, get people out of bad situations, and more, healthy device boundaries are essential.
SCREENTIME POPULARITY
Based on a self-initiated survey of 64 respondents, 60% of people were using screen time services at the time of the survey. Of the 40% who were not, 64% had tried screen time services in the past. That means 85% of respondents had used screen time services at some point in the past. Apple Screen Time is the most popular option, likely because of its convenience and cross-device coverages.
OPENNESS
80% of those who stopped using screen time said guilt or ineffectiveness was the reason why. 70% of those who do not use screen time are open to trying screen time, depending on whether the features are adapted to their needs.
OFF-SCREEN TIME
DEVALUATION OF SCREEN TIME
Survey respondents consistently brought up the need for them to control whether they used an app when they wanted, and felt that frequent reminders (1-15-minute reminders) devalued intervention and enabled them to ignore Screen Time more.
USER MAPS
Three main goals emerged from user research: productivity, sleep, and socialization. User maps highlight how users become captivated by their phones, and points at which Screen Time can prevent further device use.
COMPETITIVE RESEARCH
Taking notes on popular Screen Time apps allowed the adaptation of great features and reworking of not-so-great features. Based on competitive research, Screen Time 2.0 aims to do the following:
Broad Appeal: Screen Time 2.0 does not aim to do everything, and leaves niche features like One Sec’s deep breath for external apps. Since Screen Time 2.0 would be built into IOS, potentially irritating features should be avoided.
Data Analysis: Screen Time is unique in that it tracks screen usage, which in itself helps people see where they can improve. No other application does this, giving Screen Time a competitive edge.
Full Device Control: Since most apps are limited in their scope, users can readily bypass screen time services. IOS-focused design allows for multiple intervention points.
Simplicity: Although Screen Time 2.0 can be somewhat complex, setting it up should be simple and its features should be easily understandable. Services like Stay Focused are effective, but require so much set up that users rarely reap the benefits it has to offer.
RESEARCH ANALYSIS
Analyzing survey responses and competitive research led to brainstorming issues for Screen Time 2.0 to solve. Pain Points are user-response-based, whereas Key Issues bring in psychological research and more generalized problems with phone usage.
Bypassing Screen Time Requires Context and Freedom. Users dislike being completely locked out of an application. To avoid panic, reminders leading up to disabling an application and adding context, alternatives, and reminders to the restriction itself helps users make a more informed decision.
Screen Time Doesn’t Adapt to Users’ Needs. Most of the time, people are not looking for a highly restrictive, nor highly lax screen time service. People wish to stay connected to friends, and want screen time to respect their screen needs. Essentially, screen time should be more of an assistant than a commander.
Perceived Complexity Leads to Minimal Usage. The more complicated it is to understand what screen time is doing, the less it will be used. A solution should balance complexity with effectiveness.
Guilt and Force Doesn’t Work. Making users feel guilty for using an app, or completely blocking an app, leads to frustration and the turning-off of screen time services.
Phones Numb Emotions. The reason phones are addictive is that they allow people to escape to their digital world. Screen Time often does not address this need, and solutions should encourage boundary-setting with devices, especially at key moments like before bed or in the morning.
Losing Track of Time is Easy. When scrolling through social media, playing a game, or consuming content, it is easy to forget how long it has been. Gentle reminders help break this pattern.
Best Phone Features Should Stay Available. Emergency and location services, messaging, and phone calls should rarely be restricted. The user’s safety should always come first.
BRAINSTORMING
While rapidly brainstorming features, it became clear that not all features are good for all of the time. Organizing the features into situations, or “modes,” allowed for focused expansion of each mode, considering more unique needs.
Schedule Screen Time Modes. Available for all Screen Time modes through Calendar or Settings. Especially important for Cheat Day.
Set App Limits, Adjust Preferred Restriction Times, Mark Some Apps As Important. Allows for adaptability in preferences of how strict restrictions are. Screen Time’s default limit is 1 hour for most apps.
Grayscale Phone Filter. Make iPhone grayscale or warm grayscale. Used by Productivity, Wind Down, and Sleep by default.
Run-Down Content. Choose preferred news sources, media types, etc. Used by Wake Up by default.
Content Reroute. Choose preferred content topics and games. Used by Wind Down by default.
Wellness Reminders. Choose activity alternatives to phone usage. Used by Productivity by default.
Disable/Enable Mode
INFORMATION ARCHITECTURE
Although the Figma mock-up was not built out to include the information architecture that would allow users to customize their Screen Time, all Screen Time settings would be available in the Settings app as shown.
USER TASK FLOW
ICONS
Each Screen Time Mode has an icon for universal recognition. Icons provide quick feedback to users when they change modes and minimize confusion. The rest of the design system worked within existing Apple design conventions.
RESTRICTION SCREEN
Disoriented and frustrated users tended to feel guilt when Screen Time activated over their screen. Instead, the dark overlay with blur dissolves onto the screen, with statistics and carefully worded reminders. The reminders reiterate that the user is free to choose what they would like to do, which research shows makes users more likely to comply.
USER TESTING
Five semi-structured interviews led to various refinements in the design, from fixing bugs to redesigning the widget.
ON-BOARDING
Upon updating or getting a new device, the user fills out a short survey that configures Screen Time modes based on their preferences. As Screen Time is used more, iPhone automatically adjusts sleep and wake times, and the user can adjust their preferences for Screen Time in Settings.
WIDGET
One of the major upsides to Apple Screen Time is its analytics. The home screen Screen Time widget mitigates the time users spend looking for analytics by displaying relevant information readily. When a user indicates they need to be strictly off of the screen, Screen Time’s analytics are replaced with buttons and other important touch points.
KEY-GESTURES
-Select desired Screen Time mode with segmented control at base of widget.
-Swipe the widget to see time-based Screen Time modes from user-set modes, and vice versa.
-Double tap the Screen Time widget to view Screen Time settings.
MODES
A single version of Screen Time doesn’t work for every situation. Screen Time 2.0 defaults to seven modes of Screen Time: Standard, Productivity, Social, Wind Down, Sleep, Wake Up, and Cheat Day.
To avoid decision fatigue, Standard mode is the “always-on” mode, and if users wish, Productivity and Social modes are easily available on the Screen Time widget. Wind Down, Sleep, and Wake Up activate automatically based on time of day. Any Screen Time mode can be scheduled ahead in Calendar. Cheat Day is meant to build healthy phone boundaries by only being available when scheduled 12 hours ahead.
STANDARD MODE
Besides apps marked important, Screen Time will disable apps after one hour of use. “Disabling” apps is different, creating minimal panic and allowing users to decide whether to continue use, in which case, Screen Time will disable the app again after another hour.
Screen Time sends notifications 30 minutes, 10 minutes, 5 minutes, 1 minute, 10 seconds, and 5 seconds before disabling any app.
PRODUCTIVITY MODE
Upon unlocking iPhone or opening a disallowed app (all apps are restricted except productivity apps, messages, and phone), Productivity Mode displays time until the next break, upcoming events, and the user’s to-do list. Productivity Mode also silences all notifications. Users can only bypass Productivity Mode for 3-minute increments.
Every hour, or when the user indicates, a five minute break is triggered. During a break, iPhone prompts the user to do something away from their workspace and allows the user to see notifications. Grayscale is turned off and the Screen Time widget displays remaining break time, but apps are still disabled to avoid becoming hooked on distracting media or games.
SOCIAL MODE
Upon unlocking iPhone or opening a disallowed app, Social Mode displays a quick-nav menu to essential apps. Notifications are silenced except certain time-based social media apps, like BeReal, phone calls, FaceTime, and messages.
WIND DOWN MODE
One hour before a user’s average sleep time, Wind Down automatically activates, turning iPhone to warm grayscale. The Screen Time widget allows users to select whether it is time to go to bed, or stay up. Notifications are silenced, and only clock, phone, messages, and FaceTime are allowed. Upon opening any other app, Screen Time provides alternatives to content consumption, like educational videos and articles that are engaging but avoid spiking emotions, or brain-engaging games.
By providing only a few options, Screen Time does not overwhelm users, and by engaging users’ brains, Screen Time takes advantage of mental fatigue, making users want to sleep sooner.
SLEEP MODE
Four hours after Wind Down is activated, or once the user indicates, Sleep Mode activates. As with Wind Down, iPhone is warm grayscale and notifications are silenced. Upon unlocking iPhone or opening a restricted app, iPhone displays shortcuts to sleep music playlists, messages, and clock.
WAKE UP MODE
One hour before a user’s average wake time, Wake Up activates. The Screen Time widget allows users to select if they would like to begin standard Screen Time mode. Upon unlocking iPhone, Morning Run-Down is displayed, which updates the user on top stories, podcasts, reminders, upcoming events, notifications, and frequent morning apps. Upon opening content apps, Wake Up mode reminds the user that avoiding content apps in the morning can reduce anxiety and stress.
CHEAT DAY
Cheat Day is scheduled 12 hours ahead and removes any Screen Time services from iPhone. It automatically activates and is active for 24 hours, then turns off. By forcing scheduling ahead, Cheat Day creates boundaries between unfettered device usage and users.
FINAL DESIGN
PROTOTYPE
FINAL THOUGHTS
First off, if you've scrolled this far, thanks! Beyond building this project into actual IOS, the project could readily be expanded to MacOS and other device systems. Similar Screen Time ideas can be implemented across Androids and similar devices. In particular, time-of-day-based screen time services, especially morning services, were the most popular of the proposed Screen Time 2.0 features.