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Mobile Application7 min read
Off’Screen Application
ContributionProduct DesignerResearchUI-UX Designer
Timeline2021

Introduction
About Project
Off'Screen is an innovative application designed to help users manage their screen time effectively. By setting usage limits on various smartphone applications, users can not only control their digital habits but also receive tangible rewards.Challenge
A significant challenge facing the project is determining effective ways to motivate users to reduce their screen time. Users addicted to social media are often deeply ingrained in their habits, making behavioral change difficult.
Solution
MotivationMotivate the user to leave the application through discounts, promotions and bonuses upon achieving goals.
Goals and limitsThe user has the ability to set the desired goal or limit.
PersonalisationThe ability to take a survey on interests to understand what bonuses to offer the user.

Research
Approach
The research phase was crucial in understanding user behaviors, validating hypotheses, and shaping the development of the Off'Screen app.The hypothesis
Validated assumptions about user behavior, revealing critical insights such as the predominant use of apps out of habit.phone very often out of habit

Personas
From the target audience, 2 key types of personas were identified:- those who do not know how to control their time, but want to learn;
- those who believe that they can control their time, but like various bonuses.


Concept Creation
MVP & prioritization
To define the list of features, I used the MoSCoW prioritisation method. At first, the team and I determined the list of features, then we began to discuss together and distribute the features into 4 main categories: Must have, Should have, could have and won’t have.
User scenarios & Informational architecture
Before we started to create user scenarios we brainstorm thoughts organically without worrying about order and structure. It allows us to visually structure our ideas to help with analysis. Based on the mental map and the resulting scenarios, our team began to develop an Information Architecture as a way organizing and structuring content of the application. Which were generated into sitemap.
Prototyping
Wireframes
The prototyping process started with low fidelity so that we could test our application with users with effortless and timeless in the early stages.Userflow
In order not to miss any details and actions and understand that all the goals and objectives of both the user and the business were covered.Reviewing Usage Statistics
User Registration and Onboarding
Setting Screen Time Limits
Receiving Notifications
Earning Rewards & Using Bonuses


Concept Validation
Approach
To test the concept of the application, I started by preparing hypotheses, test methods, scenarios, and tasks for the respondents.Out team found users of our target groups and prepared prototypes with key scenarios to check.

Testing
Two interview sessions were conducted with 7 respondents. As a result of the first testing, two types of critical and non-critical barriers were identified.Conducted the second testing session, which was successful and the respondents did an excellent job with the tasks.


Visual Design
Process
The design process began with creating a moodboard based on design principles and user feedback, which described the app as "colorful," "light," and "modern." From this, we selected a calming blue as the primary color, complemented by vibrant yellow, red, and purple to enhance visual interest and highlight interactive elements.

UI Kit
To streamline design and development, we established a unified UI library using atomic design methodologies. This approach allowed for the efficient creation and updating of screens, promoting consistency across the app and speeding up the development process.
Onboarding & Profile screens

Statistics

Limits

Bonuses

Other screens
