Surveyed 200 young people on their behaviours, triggers and consequences of smartphone usage
Based on this research, developed five personas and designed associated activities to target negative behaviours
Delivered a medium-fidelity prototype consisting of physical cards & application, allowing for multiple use cases
Design Challenge
A large majority of young people around the world have been struggling to put their phones away–especially when they’re not needed. We’re constantly battling technology–both over-usage and it’s effects–rather than using as a tool for empowerment.
Research Findings
Design Outcome
A medium-fidelity application was developed, allowing users to test what persona they may be and from there suggesting a series of activities to combat their negative behaviours and subsequent effects