Abstract
Digital technology is a boon to some and bane to many. Although it has brought much positivity with its emergence, the other half seems to have several ill effects on the users that are every time soaked in technology. The following study focuses on finding the cause and effect of an increase in mobile screen time and analyzing the needs of digital detoxification of young user groups who are continuously in touch with their mobile devices, specifically in India. The approach follows and describes the process of designing an effective mobile platform that manages the screen time of users between the different social and entertainment options available to them online and offline within their reach, which can result in increased concentration, positive behaviours. We can bifurcate the opportunity to fix into three spaces namely the problem space, the strategy space, and the solution space. The complete process is split into six phases, discover, define, dream, design, develop, and deliver phase. The first two phases fall into the problem space and the following two phases fall into the strategy space and the final two phases are part of the solution space, respectively. Every phase has different User experience (UX) and User Interface (UI) methods following which we gather constructive insights and use these insights to have a deep understanding of the user's behaviour, needs, and pain points throughout their journey while being in touch with their technical devices. It helps to define the usefulness and effectiveness, the constraints that the design strategy may have like technology, business, environment, and the end goal that the product aims to achieve. This is supported by doing strict user research and setting up an empathy that resonates with the user's point of view. The solution is then proposed, prototyped, and tested to fill in the desired success metrics. This is done in collaboration with engineering teams who'll finally delivery a fiished product to detox a tech-addict user.
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