LOCK DOWN
A better relationship with your phone and yourself <3
LOCK DOWN the case study on…
The Process
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Week 1
Performed research on Social media and its effects on mental health. I also explored the governmental research on developing high quality methods to evaluate the impacts of social platforms.
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Week 2
I conducted a survey on full time college students from 18-24 years of age—the app's target audience. This survey included international students from as far as London, Canada, Mexico, Brasil, Venezuela, and the United States. First they were asked preemptive bias questions, followed by personal information, then more open ended questions.
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Week 3
Utilized interdisciplinary research on consumer behavior and the survey data, and my initial research on global phone usage.
Contrasting preemptive thoughts, internalizations, and phone usage prequarantine & quarantine; I found the psychological elements, design elements, and defined the problem.
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Week 4
From our collective research and individual wireframes, we broke down the features that we wanted to keep in Lock Down.
We also started our formal proposal for our independent study.
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Week 5
We finished a low fidelity mockup in Figma. Reflecting off of our mockup, we brainstormed questions to ask during our user testing interview.
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Week 6
At this point, we questioned the functionality of our app and if we should keep the current trajectory. We also questioned our design of the application. We sprinted many designs and iterations of the main pages.
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Week 7
Sabrina and Rachael continued the iterations from the main pages into their sections of the app: Mental Health and Behavioral Changes.
To keep the flow of the design, Mahjusted tweaked the color pallet that he made for Lock Down.
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Week 8
Due to Independent Study semesterly time restraints, the team reviewed our revised mockup of Lock Down. Because of semesterly and TCNJ restraints, we projected what we could have done if we were alloted more time to finish our prototype.
The team drafted our independent study proposal as our final goodbye.
The Psychology
“How do you hold someone accountable?”
Call them a Hypocrite.
Based on research from “Hypocrisy and the Usage of Condoms” to “Moral Credentials & Prejudice”, people will self transcend to reaffirm their self image. By having users license their degree of screen-time in a semi public way, you can shift their attitude with behavior relevant information and data.
The survey measured intrinsic perspectives. Before revealing screen time statistics, users were asked questions like these ——>
Most users are aware of …
the time they spend on their phones and what they spend it on
the average screen-time for their peers
Most users report mental health concerns and believe it is directly correlated with screen-time on social media
The motivational curve of their system 1 way of thinking makes it harder to resist temptation of the phone unless self transcendental motivation is involved
The solution used here is the hypocritical licensing effect.
The Findings
User problem: Spending too much time on social media, affecting their day to day lives. The tick of ‘checking the phone’ exponentially increases screen time.
Solutions
The Ideation
✤ Schedule allotted time for social media usage
✤ Put your phone on silent mode
✤ Limit the amount of apps you can open
✤ Move social media apps off your home screen with a toggle
✤ Set a timer to limit yourself on specific apps
✤ Temporarily disable your social media account
✤ Have it automated each week so you don't have to go back into instagram to re-disable
✤ Rewards: Have the app generate behavioral relevant info on their improvements, failures, and benchmark statistics
Iterations