NOMOR

Designing a screen time mobile application with the necessity of technology in mind.

ROLE

Sole UX/UI Designer
TIMELINE

May 2020 - June 2020                  
(Revised August 21, 2020)
TOOLS

Figma, Adobe Photoshop, InVision

NOMOR is a mobile application that helps users gain control over their devices to limit their screen times. With the increase in the use of technology, this product hopes to allow users to use their devices more effectively.

Brief Overview

As the sole UX/UI designer, I took initiative to define the problem, conduct UX research and develop interactive interfaces that provided solutions to our potential users. I utilized UX research methods such as user interviews, user personas and a user journey map to understand who I was designing for.

Identifying the Problem

People struggle to control the hours they spend on their devices, especially with the growing need to embed technology into our daily lives.

Design Process

Main Features

DAILY SETTINGS

Set time limits for specific apps.

Users have the freedom to choose which apps they want to set limited times for. Users can simply toggle on/off which apps they want to set screen time limits for.
PROGRESS REPORTS

Track your goal settings and visualize your progress.

Weekly reports allow users to see if their goals and expectations line up with their behaviors. The charts allow for a visual representation in addition to the option to read percentage increases/decreases regarding users' mobile device usages.

This feature was created to help eliminate cognitive dissonance taking place as much as possible. Cognitive dissonance may take place when users realize the negative side effects of increasing their screen times, yet, they continue to use their devices past their intended hours.
REWARDS

Earn restaurant discount codes by achieving your goal settings.

Users will earn reward points by reaching their goal settings in limiting mobile device usages. Points can be exchanged for a discount coupon via QR code for any selected restaurants displayed on the app.
CONNECT

Connect with other users and share your progress.

A socializing feature that provides an opportunity for users to connect with other users to communicate to each other about their progress. There is an hour limit to this feature, represented by the timer at the top.

This feature was developed through the study of social proof and conformity to social norms; NOMOR hopes to utilize this feature to provide users with more motivation to reach their goal settings through social influence.
STRIKE SYSTEM

Motivating users through strict payments.

Users will be asked to provide a method of payment for the strike system—given the scenario that the user repeatedly breaks the goals that they have set in decreasing their screen times, they will have to donate money to a charity of their choice.

This strike system is implemented as a deterrent for users with less willpower, wanting to act more impulsively about their screen time limits. Having to pay out of pocket will hopefully keep users from breaking their screen times repeatedly.
SETTINGS

Advanced settings

Reminders will direct users to the default reminder/notification settings embedded in their mobile devices.

Users have a limit of 5 warnings before they are required to donate to a charity via the Wallet feature.

Choice to enable/disable the Connect feature.
PROCESS

Background

The behavioral economics class I took as a freshman provided me with the opportunity to propose a business idea to the class. My partner Jessica Yin and I decided to create a concept for a screen time application that would help users take more ownership of their mobile devices. Jessica and I were able apply principles of behavior economics to the features we developed and come up with the general concept of the mobile application.

Upon completing the class, I decided to take initiative to go back to NOMOR and go more in-depth by implementing detailed UX research and UI designs. Below are the steps I took to develop the case study, from concept to an interactive prototype.

Understanding Motivations

Interviews were conducted among 6 individuals in varying age groups and occupations in order to understand who and what I was designing for. After gathering insight, I grouped the main usage of mobile devices into three categories as shown below.

The main question I was able to answer with these interviews was:
"What motivates people to use their phones?"

Work

"I can't go a day without my phone or laptop. All my work meetings and emergency calls are  with my devices."
Communication

"My friends and I are always texting on our phones...especially on Snapchat I make sure to send my daily streaks to everyone haha."
Entertainment

"Tiktok, Instagram, Youtube, Netflix, you name it. I am barely getting through school and these apps help me cope with COVID and everything else going on in the world."
+ Apps & Software
+ Meeting schedules
+ Email
+ Emergency calls
+ School
+ Social media
+ Texting & calling
+ Social networking
+ Staying connected
+ Boredom
+ Taking a break
+ Addiction

Considerations

+ Using specific features and apps on the phone for work
+ A feature that allows users stay motivated in limiting their device usages
+ Being aware of the need to integrate phones into users' daily lives for social interaction
+ A feature to help users visualize how much time they spend on their phones

User Journey

In order to fully understand the experience of using the app and investigate possible frustrations/pain points, I created personas and a journey map to put myself in the user's shoes.

Target Goal

After the discovery phase, I was able to solidify the target goal:

Allow users to take more control over their mobile devices and ultimately help decrease screen times.

Information Architecture

Before sketching out the wireframes, I wanted to organize how the core features would integrate with the details of the app. Organizing this structure helped me understand how the various functions of the app would interact with each other.

Wireframes

ITERATIONS

Challenges

Create a platform that is accessible and easy to use for all potential users.

Include several motivational features for users.

Allow users to easily understand and visualize their progress.

Flexibility to choose which apps should enable screen time limits.

Redesigning Components

Branding

Colors

Blue provides a sense of security & stability. Green provides a sense of calmness & endurance. I wanted the users to feel secured and protected with the use of these colors.
Type

This typeface is modern, clean, and light-weight, perfect for NOMOR.
Logo

The logo was referenced off of the punctuation mark, comma. Commas are meant to be a breather in a text, allowing the readers to take a break before continuing a sentence. I wanted NOMOR to resemble a similar experience—users learning to pause, and slow down in their device usages.

Conclusion

Takeaways

Working on this project granted me the opportunity to be able to learn and apply the various design thinking processes used in UX/UI design. This allowed me to understand more about user experiences and the importance of research when developing each feature on the app. Additionally, I was able to experiment with features on Figma, which helped to bring user personas, information architecture, wireframes, and UI to the screen.




Next Steps

Usability testing
Given the time frame, I was not able to test out our features and receive further feedback. However, I plan to accomplish this before next summer. This will allow me to further develop the user interface, as well as give adjustments to the functionality of some of our features.

Improve color accessibility for colorblindness
If I were to do this project again, I would account for the colorblind users and acknowledge color contrast accessibility. For instance, the white text on top of the light blue may be hard to read for users due to its low contrast levels. Next time, I will make sure to utilize tools such as usecontrast to improve the color accessibility issue.

© Michelle Yi 2021