Digital Distraction Barrier Design

Using Lean startup to develop an app that creates intentional friction to create conscious phone usage

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Abstract

Smartphones have revolutionized the way we live, giving us instant access to countless tools and apps (replacing dozens of single-function products), and this has made us more and more dependent on them. But there is another side, they are taking a heavy toll on our time and attention. Unpluq is a startup that aims to help people reclaim their time and attention from their smartphones and improve people's digital wellbeing. It was started by Jorn Rigter and Tim Smits (author of this graduation project). Unpluq’s first product is a physical key that users need to plug into their phone to access distracting apps. This physical distraction barrier changes using distracting apps from a mindless habit into a conscious choice. While the key acts as a successful hardware-based barrier, it is also a limiting factor in the growth of Unpluq, because of distribution and scaling. To overcome these problems this graduation project explores the development of a new software-only version of Unpluq as this opens up easy online distribution.

Smartphones have taken over control of our time and attention. It details how social media is hacking our primal brain because the business model behind the attention economy is driven to optimize for engagement, their advanced algorithms are designed to keep users scrolling. The reality is that the majority of the population has become addicted to their smartphone, with screen time reaching a 6-hour average each day in 2022. This leads to negative side effects like decreased mental wellbeing, attention span, self-reported life satisfaction, sleep quality, personal connection, productivity and more.

The project then shows the consumers' need for digital wellbeing and how this
need can be addressed through the use of tools that leverage behavioural change theories through interaction design. It explores how through the “rational override” behavioural theory it is possible to break the normal flow of smartphone usage, prompting the user to reflect and take conscious action.
Although 82% of people aspire to reduce their screen time, they’re struggling to do so. The built-in screen time features are too easy to circumvent, don’t change habits and miss a balance between giving up and having control.
From all the gathered quantitive and qualitative research, the graduation project establishes a list of principles of “interaction design for digital wellbeing”. The principles aim to guide interaction designers on designing for healthy digital behaviour by making users conscious, providing tools, setting intentions and finding the right balance between restoration and access to digital distractions. The design process is further guided by the insights from the research phase and follows an iterative process called the “Lean startup method” in which the designer goes through 7 Build /Measure / Learn cycles.

The main concept of the app is based on 6 distraction barriers (shaking your phone, tapping buttons and more), which have been carefully designed to find a balance between blocking access to digital distractions, while still allowing access with the right amount of conscious effort. The barriers work in combination with schedules, which let users select what apps are distracting at what time. To access the app within this time frame the user has to go through the “distraction barrier”. The distraction barrier acts as the rational override and helps the user to make a conscious choice: “Is this time well spent?”. The distraction barriers integrate the
principles of interaction design for digital wellbeing. It helps the user to make a conscious decision, balances restricting access and control and nudging towards healthier digital behaviour. The app also will include other features that are based on the principles like setting intentions, showing average screen time, time saved by unpluq, nudging notifications and suggested distracting apps.
In this graduation project, it has been established that digital wellbeing tools are necessary for overall human wellbeing as we increasingly spend our time in digital environments. Products like Unpluq can help people to improve their digital wellbeing and feel in control of their devices, making sure their time is well spent. This trend will continue to grow over the coming years, when the next major personal computer innovations like VR and AR become mainstream the necessity for digital well-being will only grow.