MSI 7 - ISIS-3510-DreamTeam/Sprint1-DesignThinking GitHub Wiki
1.1 Smart Features
1. Phone Usage Tracking
- Data used: Individual application usage and screen-time data.
- How it works: BreakLoop tracks the time users spend on individual applications and identifies which applications contribute most to their total screen time.
- Value generated: Users can understand which applications are consuming most of their time and become more aware of their specific usage patterns. This information can also support personalized interventions.
2. Phone-Checking Detection
- Data used: Accelerometer data and phone-checking events.
- How it works: The application uses the device's accelerometer to detect how frequently the user picks up or checks their phone.
- Value generated: Users can identify habitual phone-checking behavior that may not be reflected by total screen-time measurements, helping them become more aware of automatic checking patterns.
3. Adaptive Interventions
- Data used: Application usage patterns, screen-time behavior, phone-checking behavior, and user routines.
- How it works: BreakLoop analyzes the user's usage patterns and can adapt interventions according to their behavior, such as activating grayscale mode or applying additional restrictions when excessive or habitual use is detected.
- Value generated: The app provides more personalized support instead of applying the same restriction to every user. This helps users maintain intentional control over their phone use according to their individual needs and behaviors.
4. Personalized Offline Activity Recommendations
- Data used: User interests, available time, and potentially location or context.
- How it works: When the system identifies situations in which the user may be likely to return to distracting applications, it can suggest non-technology-related activities that match their interests and context.
- Value generated: Users receive concrete alternatives to phone use, helping address boredom and unstructured time rather than simply telling them to reduce screen time.
5. Adaptive Challenge Difficulty
- Data used: User interactions with unlock challenges and previous challenge outcomes.
- How it works: The difficulty or length of the challenge can increase when the user repeatedly bypasses an application limit within the same day.
- Value generated: The intervention can provide an appropriate level of friction before accessing distracting applications, making access more intentional rather than relying on a single easily dismissed warning.
6. Personalized Screen-Time Goals
- Data used: Previous screen-time behavior and user-defined goals.
- How it works: The application uses the user's previous usage to establish or adjust gradual screen-time goals.
- Value generated: Users can work toward realistic reductions based on their own behavior instead of relying only on generic limits.
1.2 CAS Features
1. Context-Aware Offline Activity Recommendations
- Context used: User interests, available time, time of day, and potentially location.
- How it works: BreakLoop considers the user's current context to recommend non-technology-related activities that are appropriate for the moment. For example, the application can suggest a short activity when the user has free time and may be likely to return to a distracting application.
- Value generated: Users receive relevant alternatives to phone use instead of generic recommendations. By adapting suggestions to the user's situation, BreakLoop can help address boredom and unstructured time and make it easier to choose an offline activity.
2. Context-Aware Wind-Down Mode
- Context used: Time of day, user's configured bedtime, and current phone usage.
- How it works: BreakLoop activates Wind-Down Mode according to the user's scheduled bedtime. Shortly before the configured time, the application can remind the user and then reduce stimulating interactions by lowering screen brightness and minimizing unnecessary notifications.
- Value generated: The feature adapts to the user's daily routine and helps reduce late-night phone interaction without requiring the user to manually activate the intervention every night.
3. Context-Aware Focus Mode
- Context used: User's selected activity, scheduled focus period, and distracting applications.
- How it works: When the user starts a study or work session, BreakLoop adapts the phone environment to support concentration by limiting access to selected distracting applications and managing non-priority notifications.
- Value generated: Users can maintain access to information and communication that they need while reducing distractions during periods when sustained attention is important.
4. Context-Aware Application Challenges
- Context used: Current application being accessed, user's usage limit, and recent attempts to bypass the limit.
- How it works: When a user reaches the configured limit for a flagged application, BreakLoop introduces a challenge before granting access. The intervention can become more demanding when the user repeatedly attempts to bypass the limit within the same day.
- Value generated: The system responds to the user's current behavior instead of applying the same intervention every time. This creates a more intentional decision point before accessing distracting applications.
5. Context-Aware Screen-Time Interventions
- Context used: Screen-time behavior, application usage patterns, phone-checking behavior, and user routine.
- How it works: BreakLoop analyzes the user's behavior and determines when an intervention may be appropriate. Depending on the detected usage pattern or routine, the application can activate interventions such as grayscale mode or additional restrictions.
- Value generated: Users receive interventions that are adapted to their individual habits and circumstances rather than receiving identical restrictions regardless of their behavior.
2. Prototype
2.1 Prototype Overview
The BreakLoop prototype presents the main interactions and features of the application, focusing on helping users reduce excessive screen time through intentional phone use, focus sessions, gamification, personalized progress tracking, offline activities, and social accountability.
The prototype includes 12 views that represent the main navigation paths and interactions available to the user, from the main dashboard to focus sessions, personal progress, offline activities, and social challenges.
2.2 Prototype Views
View 1 - Homepage
This view serves as the app's main dashboard, giving the user an at-a-glance summary of their daily screen-time progress and quick access to the two most important actions: starting a focus session and checking on their virtual pet.
Parts:
- Top status bar: Shield Test shortcut and current streak counter (in days).
- Screen-time summary card: today's screen time, percentage change vs. goal, remaining daily allowance, and a "Hearth Vitality" progress bar reflecting overall habit health.
- Cabin/pet preview panel: illustrated scene of the pet and its environment, current level, elapsed session timer, and a link to full Cabin details.
- XP progress bar: shows progress toward the pet's next evolution stage.
- Primary CTA button: starts a default-length focus sprint directly from the dashboard.
- Secondary shortcut cards: links to "Cabin & Pet" and "Badges" (achievement count).
View 2 - Sprout Pet & Cabin
This view lets the user check in on their virtual pet, see how their behavior is affecting it, and unlock cosmetic rewards for the pet's environment, reinforcing the gamification loop tied to healthy phone habits.
Parts:
- Pet display card: pet illustration, name, a short line explaining what "feeds" the pet (avoided distractions and completed focus sessions), and its current mood state.
- Cabin decor unlock list: items the user can unlock for their cabin, each showing lock/unlock status and, if locked, the XP needed to unlock it.
- Primary action button: lets the user manually interact with the pet to earn XP.
View 3 - Focus Session Setup
This view lets the user configure and launch a focus session, combining session parameters, an optional intention-setting field, ambience customization, and the app-blocking mechanism into a single setup flow.
Parts:
- Intro card: prompts the user to begin configuring a session.
- Session length selector: preset duration options plus a custom option.
- Focus goal field (optional): free-text input for the user to state what they intend to work on.
- Soundscape selector: ambient sound options to accompany the session.
- App Shield toggle: shows that the unlock-challenge mechanism is active for flagged apps, with an on/off switch.
- Primary CTA button: starts the configured focus session.
View 4 - Active Focus Session
This view serves as the distraction-free timer for a running focus session, letting the user track the time remaining and end the session early if needed.
Parts:
- Top bar: screen title ("Focus Sprint") and a "Do Not Disturb" badge indicating notifications are silenced during the session.
- Session card: hourglass illustration labeled "Mindful Focus" as the visual indicator for the session.
- Countdown timer: time remaining in the session (mm:ss).
- Target chip: the task the user chose to work on ("Study Economics Reading").
- Progress bar: how much of the session has elapsed.
- "End Session Early" button: stops the sprint and logs the Hearth vitality earned so far, as explained by the helper text beneath it.
No bottom navigation is shown, so the user stays inside the session.
View 5 - Focus Session Summary
This view serves as the post-session summary, confirming that a focus sprint was completed and showing what it earned, with options to return to the dashboard or start another session.
Parts:
- Top status bar: Shield Test shortcut and current streak counter.
- Completion banner: "Focus Complete!" message confirming the user stayed focused without loops.
- Results grid: four stat cards showing Focus Duration (with % on target), XP Earned (and the level it was added to), Conscious Streak (days, plus days saved), and Hearth Vitality (gain and new total).
- Primary CTA: "Return to Hearth" sends the user back to the main dashboard.
- Secondary button: "Start Another Session" begins a new sprint.
- Bottom navigation bar: Hearth, Focus, Stats, Offline, and Friends tabs, with Focus highlighted.
View 6 - Badges & Milestones
This view serves as the achievements gallery, letting the user see which badges they have unlocked and which are still in progress.
Parts:
- Top status bar: Shield Test shortcut, streak counter, and "Achievements" section label.
- Back button: returns to the previous screen.
- Screen title: "Badges & Milestones."
- Badge grid: each card shows an icon, the badge name, its unlock condition, and a status tag. First Pause, 7-Day Fire, and Offline Monk are marked "Unlocked", while Grand Hearth (reach Level 10 Hearth) is greyed out and marked "In Progress."
- Bottom navigation bar: the five main tabs.
View 7 - Progress & Statistics
This view serves as the app's analytics overview, showing how the user's screen-time habits compare to their baseline and which distracting apps they have reduced, with a link to more detailed statistics.
Parts:
- Top status bar: Shield Test shortcut and streak counter.
- Header: "Your Progress" title, a subtitle describing mindful reduction metrics vs. baseline, and a "Deep Stats →" link to detailed analytics.
- Metric cards: four summary cards showing Today's Screen Time (with % change vs. last week), Focus Minutes (with completed sprint count), Current Streak (days under the daily target), and Best Streak Record (days left to beat it).
- Weekly Screen Rhythm: bar chart of daily screen time from Monday to Sunday against the daily goal, with a summary line of the weekly average and number of target breaches.
- Tamed Distraction Loops: list of the specific apps (Instagram, TikTok) with the time saved on each today.
- Bottom navigation bar: the five main tabs, with Stats highlighted.
View 8 - Detailed Statistics
This view serves as the drill-down for the Stats screen, letting the user see how intentional their phone use is and how often they pick up their device.
Parts:
- Top status bar: Shield Test shortcut and streak counter, with a "Deep Stats" section label.
- Back button: returns to the Stats overview.
- Screen title: "Detailed Statistics."
- Mindful Unlock Intentionality card: circular gauge with the percentage of intentional unlocks (84%), plus the share that were impulsive reflex pick-ups (16%).
- Daily Pickup Count card: total pickups today (42), the difference vs. baseline (-18), and the average interval between phone checks (28 minutes). Bottom navigation bar: the five main tabs, with Stats highlighted.
View 9 - Offline Activities
This view serves as the app's library of screen-free alternatives, letting the user browse offline activities by category and pick one to do instead of reaching for the phone.
Parts:
- Top status bar: Shield Test shortcut and streak counter, with an "Offline" section label.
- Header card: "What will you do offline?" prompt with a subtitle about breaking the screen reflex through tangible alternatives.
- Category filter chips: All, Move, Create, Relax, and Socialize, to narrow the list by activity type.
- Activity list: each card shows an icon, title, category and short hint, suggested duration, and XP reward (e.g., "Take a 10 min walk," 10 min, +15 XP). Tapping a card opens its detail view.
- Bottom navigation bar: the five main tabs, with Offline highlighted.
View 10 - Activity Details
This view serves as the detail page for a single offline activity, letting the user see what it involves and what it earns, then start and log it.
Parts:
- Top status bar: Shield Test shortcut and streak counter, with an "Activity" section label.
- Back button: returns to the Offline list.
- Screen title: "Activity Detail."
- Activity card: icon, activity name ("Take a 10 min walk"), category tag ("Move"), and a short prompt describing how to do it.
- Info cards: Recommended Time (10 min) and Hearth Reward (+15 XP).
- Primary CTA: "Start & Log Activity" begins the activity and records it for the XP reward.
- Bottom navigation bar: the five main tabs, with Offline highlighted.
View 11 - Friends & Goals
This view serves as the app's social hub, letting the user see how their friends are doing, encourage them, and follow the shared campus quest, all framed as supportive rather than competitive.
Parts:
- Top status bar: Shield Test shortcut and streak counter.
- Header: "Friends & Cabins" title, a subtitle about supportive, non-punitive accountability, and a "Group Quest →" link to the full quest.
- Active Campus Quest card: quest name ("Campus Hearth: -20% Screen Time Goal"), current day (Day 5/7), number of participating buddies, and a progress bar.
- Buddies Around the Hearth: list of friends, each with an avatar, name, current status (e.g., "Focusing (10m left)"), streak in days, and a "Nudge" button to send encouragement.
- Mindful Hours Shared: leaderboard ranking the user and friends by total mindful hours, labeled "Encouragement, not race."
- Bottom navigation bar: the five main tabs, with Friends highlighted.
View 12 - Group Quest
This view serves as the detail page for the shared cohort challenge, letting the user check the group's progress and send encouragement to the other participants.
Parts:
- Top status bar: Shield Test shortcut and streak counter, with a "Group Quest" section label.
- Back button: returns to the Friends screen.
- Screen title: "Campus Hearth Quest."
- Group Focus Goal card: the challenge ("Keep screen time under 4h daily for 7 days"), an explanation of the reward (a new lantern in the shared study cabin for each successful day), and a Cohort Progress bar with the completion percentage.
- Primary CTA: "Send Warmth & Cheer to Cohort" sends an encouragement to the whole group.
- Bottom navigation bar: the five main tabs, with Friends highlighted.