
Client: Carnegie Mellon University
Wouldn't it be cool if there was a platform that encourages self-improvement rather than doomscrolling?
ROLE
Product Designer
TOOLS
Figma
Notion
DURATION
5 months
IMPACT
Helped users reclaim over 3 hours of daily screen time through intentional nudges and habit-forming design.
Reading is hard. Wanna play instead?
Use Fullscreen mode for the best experience.
CONTEXT
In an era where global social media usage averages 2.5 hours daily, compulsive scrolling and digital overconsumption have emerged as critical threats to mental health, productivity, and real-world social connection. Our design team proposed a mobile application, Life-Time, designed to combat doom scrolling and unhealthy digital habits by redirecting users toward intentional, fulfilling activities while leveraging psychological principles to sustain behavior change. The app’s persuasive aim is threefold:
Substitute passive scrolling with curated offline/online activities (e.g., museum visits, photography, workouts)
Reinforce self-improvement through activity journaling and progress tracking
Harness social motivation via shared achievements and community support.
RESEARCH
To reimagine digital wellness, the design of Life-Time is grounded in behavioral psychology. Particularly by engaging the mechanics of habit formation, cognitive dissonance, and priming.
Our Goal:
Not to block attention-draining apps, but to replace them with intentional experiences that align with a user’s deeper values.
Shifting from System 1 to System 2 Thinking
Most social platforms capitalize on System 1 thinking—fast, reactive behaviors triggered by infinite scroll and variable rewards. Instagram’s pull-to-refresh, for example, replicates the psychology of slot machines. Life-Time interrupts this cycle by engaging System 2: users make deliberate choices like “Sketch for 30 minutes” rather than passively consuming content. This cognitive friction—backed by dual-process theory—activates reflection and executive decision-making, gently reshaping user habits through conscious intention.
Competitive Analysis
We evaluated adjacent products like Freedom, Habitica, and Rosebud to identify white space:
Freedom/Offtime block distractions but don’t offer meaningful alternatives—leading users back to boredom loops.
Habitica gamifies tasks but lacks environmental context (e.g., location-based activities).
Rosebud supports mood tracking but misses social reinforcement.
Life-Time fills this void by connecting self-improvement with community, offering guided autonomy, and embedding wellness into real-world moments.
Designing with Priming and Environmental Cues
We embedded subtle behavioral nudges throughout the interface to inspire creative, restorative action:
Visual priming: Aspirational imagery—finished artworks, serene yoga scenes—activates wellness-related schemas.
Social contextual cues: Notifications like “Jasmine just visited the MOMA—ready for your next adventure?” use social proof to encourage exploration.
Color psychology: Inspired by Riot Games’ research, we used blue-toned prompts to reduce anxiety and promote calm. Studies show such visual cues can elevate creativity by over 20%.
These elements work in concert to make positive action feel intuitive and emotionally resonant.
DESIGN DECISIONS
REFLECTIONS
Human-Centered Design Means Respecting User Autonomy
Low-Friction Interactions Matter More Than We Think
Personalization Increases Engagement—But Transparency Builds Trust
Designing for Wellbeing Requires More Restraint Than Complexity