UNPLUG

Mobile Application Design

Project Overview

UNPLUG's initiative helps users either cultivate a healthier relationship with Instagram or eventually delete it altogether. The app tracks users' daily screen time, mood levels, and loneliness levels to encourage reduced Instagram usage. Its locked timer feature allows users to preselect a daily usage limit for Instagram; once reached, the app locks Instagram for the rest of the day.

Deliverables

User Research Insights

Affinity Map

Personas

User Flows

Sketches

Low Fidelity Wireframes

High Fidelity Wire Frames

Usability Testing & Iterations

Prototypes Application

Completed

January 2024

Collaborators

Ell Mahoney

Tools

Figma

My Role

UX Research

UI Design

Usability Testing

Prototype



"Despite the known psychological and biological negative impacts of Instagram, young adults experience extreme difficulty with deleting their Instagram"

Context

Instagram has become integral to many people's lives over the past decade. However, research highlights the negative physical, psychological, and social effects of Instagram and other social media platforms. Consequently, there has been a surge in the desire to delete Instagram. In the past year, internet searches for "How to delete my Instagram" have significantly increased.

Problem

For young adults, quitting Instagram isn't as simple as deleting the app. There is a need for an app to help detractor users effectively transition off Instagram.

How might we help young adults build a healthy relationship with Instagram?

solution

UNPLUG aims to help users build a healthy relationship with Instagram by making it easier to decrease screen time or delete the app.

  • Tracks daily and weekly screen time, mood changes, and loneliness levels over time.
  • Highlights the positive effects of spending less time on Instagram on users' well-being.
  • Insta Limit (locked timer) feature allows users to set a daily time limit for Instagram; once reached, the app locks Instagram until the next day.

Defining The Process

UX Research Methods and Insights

Secondary Research

My research began with reading qualitative and quantitative studies on the correlation between social media and mental health, the decline in Instagram's popularity, and social media addiction. The research highlighted the lack of tools to help young adults effectively and permanently delete Instagram.

  • Over 90% of young people spend four hours online everyday.
  • Social media users report having higher levels of depression, suicidal thoughts, low self esteem, loneliness, and social isolation.
  • Mental illness among teens and young adults has dramatically increased over the past decade.
  • In 2022 Instagram was most downloaded app, and in 2023, it received the most internet searches for how to delete an account.
  • Social media addiction, characterized by irrational and excessive use that interferes with daily life, produces similar psychological and biological effects as addiction to alcohol, cigarettes, and drugs.

User Surveys and/Or Informational Interviews

I surveyed 28 individuals to identify my target audience, focusing on young adults aged 18-26 who have used social media daily for at least six months. These individuals either:

  • Have a desire to delete Instagram
  • Have already deleted Instagram
  • Have a desire to delete Instagram
  • Have already deleted Instagram

I selected 11 of these 28 users for further research through informational interviews to understand their pain points and behavior toward social media and its alternatives. Four participants identified as churned users, three as detractor users, and four as engaged users.

Insights

Themes

Wanted to be apart of a community
Used an apple timer to try and decrease screen time usage but always ended up snoozing it
Sense of value and self worth determined by Instagram metrics
Intense Codependency and Addiction to social media
Providing content about things people are passionate about

Affinity Maps

Personas

Red Routes

Wireframing and User Testing

Sketches

My first step into depicting the solution was creating some rough sketches of the screens from my red routes. This was an low-cost way that helped me learn about certain constraints of the app.

Low Fidelity Wireframes

Once the sketches had been finished, I moved on to creating the low-fidelity wireframes on Figma.

Visual Design

Style Guide

Usability Testing

Once the high-fidelity wireframes were completed, I created a fully interactive prototype with Figma. The prototype was used for two rounds of usability testing, with five users participating in each round. The high-fidelity design was then revised after each round of testing.

Final Outcome

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