OnTrack

Project Brief

Overview

Internet addiction is a rapidly growing, and often overlooked issue in today’s society.

Over 5 billion worldwide users spend more than 2 hours a day on social media. Numbers among young adults are much worse, with teenagers spending up to 9 hours a day on apps and websites.

OnTrack’s main goal is to help users limit their phone usage and focus on the things they actually find important in life.

This app was developed for iOS devices and uses the Swift language in conjunction with Apple’s Family Controls, Device Activity, and Managed Settings frameworks.

My Role

For this project, which was the second iteration of my senior capstone, I took on the role of the lead developer. As a developer, I learned a lot about the complications that come with working with designers and used my problem-solving skills to create a product that satisfied our goals.

I also played a helpful role in the UX process of this app, aiding in the research and design architecture of our project.


Research

In order to understand the significance and potential impact of the Ontrack app, it is important to delve into the topic of internet addiction and usage statistics. This section presents relevant research findings and statistics that highlight the prevalence of internet addiction and excessive phone and internet usage among individuals. These insights will provide a valuable context for evaluating the necessity and potential effectiveness of the Ontrack app in addressing this growing issue.

1. Prevalence of Internet Addiction

Internet addiction refers to excessive and compulsive internet use that interferes with daily activities, relationships, and overall well-being. Consider the following statistics related to internet addiction provided by a Pew Research Study:

  • 77% of American adults use the internet daily

  • 26% are constantly online

  • Children ages 10-18 on average spend 11 hours per day using electronic media

2. Internet Access

Although previously thought of as a computer activity, internet usage has become increasingly more accessible and far more powerful. The following statistics shed some light on internet access among types of devices and mediums:

  • Mobile phones: 52%

  • Laptops and desktops: 43%

  • Tablets: 4%

  • Other devices: 0.14%

3. Impact on Mental Well Being

Excessive phone and internet usage have been linked to various negative effects on mental health and overall well-being. Consider the following research findings:

  • Between the years of 2007 - 2017 the suicide rate among 10 - 24 year olds increased by 57%

  • Access to social media products (such as Facebook) led to a 7% increase in severe depression and a 20% increase in anxiety disorder

Relevant Articles and Research

https://mitsloan.mit.edu/ideas-made-to-matter/study-social-media-use-linked-to-decline-mental-health

https://www.therecoveryvillage.com/process-addiction/internet-addiction/internet-addiction-statistics/

https://www.youtube.com/watch?v=HjJYvLH_FGw

https://www.youtube.com/watch?v=yYWvUoN4yt8&t=3s


Project Goals

We sought to design an app that encourages users to spend less time on their phones and more time doing the things they love. The project aims to create a digital environment that encourages mindful usage, allowing individuals to regain control over their digital lives and prioritize real-world experiences. By helping users develop healthier habits and find a balance between technology and the real world, the project strives to enhance overall well-being, productivity, and the quality of users' digital experiences.


Initial Wireframe

Our initial idea, which only made it to the wireframing stage, focused on reminding users to spend time away from their devices.

The app was designed to function as a notification planner, where users could select when they would like to be notified and what the notification message would say. Notifications would be triggered based on the user’s total daily screen time.

Users were then prompted to either exit the app or continue using, which would result in a mark on their progress bar for that day. The app also gave the option to select which apps were to be tracked and used for the OnTrack’s overall function.


Development Issues

Due to the time constraints of the project and the nuance of Apple’s Screen Time frameworks, we came to the conclusion that our initial ideation for OnTrack would not be feasible.

We decided to return to the drawing board and find a simpler solution to curb phone usage, drawing on insights we gained from development attempts and other apps in the market.

We wanted to create something simple yet still effective and allowed users to easily shut off access to applications when needed.


Final Wireframe

In the project’s second iteration of wireframing, we came up with the idea for a button that turns the user’s access to specified apps on and off.

Apps restrictions could be managed through a button in the top right and a larger button was placed in the center of the device to toggle the restrictions.

Once the toggle was set to “on”, a timer would appear on the screen indicating how long the user had their apps restricted. Whenever the user wanted to turn off their restrictions, they could head top the app and toggle the button to “off”.


Final Development

With our new wireframe iteration, I was able to develop a working app that disables user-specified apps upon the push of a button.

The development process took some time and had its hurdles and challenges. We had to cut some corners along the way to complete the project with a working product, but the final result got praise for its ingenuity and potential.

I do not think the final product we developed would be entirely effective in its use as a deterrent for phone usage, however, I believe that with some additions to the app’s main structure, this project has the potential to fight internet addiction and keep people off their phones, enjoying their lives.


Next Steps

One thing that was continually mentioned by users trying out our app was, “How do you incentivize people to user the app?”. It’s a fair question and one our group thought of on multiple occasions.

We ultimately came up with the idea for a social function embedded into the app, allowing users to share their time spent away from their phones with friends and loved ones. Not only could this give someone a sense of accountability, but it could also serve as a way to have some competitive fun, all while staying away from devices.

Unfortunately, due to the time constraints of the project, we were not able to develop a functioning social component for OnTrack. With the proper support and team backing this is definitely something that could be made a reality and used to help users across the globe.

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