lxframes

MindMe

The City of Amsterdam asked us to explore how young people could develop a healthier relationship with their screen use. I led the research and helped translate our findings into MindMe, a social app concept that encourages friends to reduce their screen time together.

Client

City of Amsterdam

Duration

10 weeks

Team

Jake Posthouwer, Belle van der Velde, Fleur van Kimmenaede

Expertises

Researcher & UX Designer

Temp

My contribution

I led the research process, from defining the research questions to selecting methods and bringing the findings together. Throughout the project, I checked whether our concepts and design decisions remained grounded in what we had learned from young people. I also contributed to the concept development and UX/UI design of the final app.

01 Challenge

Young people are surrounded by digital products designed to hold their attention. Although many want to reduce their screen time, existing solutions often rely on restrictions and individual discipline. The challenge was to support healthier screen habits without taking away their autonomy.

02 Research approach

I structured the research around three questions: what influences young people's screen behaviour, why existing solutions often fail and what could motivate lasting change.

Discover research

03 From research to design

Insight

Changing alone is difficult

Even when intrinsic motivation is strong, it may not be enough to change an existing habit. The social environment can reinforce current behaviour or make change easier.

Design decision

Friends set a shared screen-time goal

By working towards a shared goal, friends create a supportive environment in which they can motivate and encourage each other. This makes reducing screen time feel less like an individual challenge and more like something they can achieve together.

Principles of influence in the app:

  • Social proof
  • Commitment
MindMe design
MindMe design

Insight

Large goals feel overwhelming

When a goal feels too big, it can be difficult to know where to start. This can lower motivation and make behaviour change feel unrealistic or hard to maintain.

Design decision

Goals are divided into small, achievable steps

By breaking a larger goal into smaller steps, progress feels more manageable and easier to start. Small milestones help users stay motivated, build confidence and work towards change step by step.

Principles of influence in the app:

  • Small steps
  • Achievable goals
MindMe design
MindMe design