Check It
I led a team of three to design an app that helps people reduce social media use and stay productive. We began with user research to understand user behaviour, then turned our findings into targeted features. Through several rounds of user testing, we refined the flows and polished the UI to create an experience that improved users’ productivity.
Project Overview
About this project
Duration
- 12 weeks
Responsibilities
- Research
- Prototyping
- Iterating
- Ideation
- User Testing
- Visual Design
Design Brief
We aimed to create a digital solution focused on personal wellbeing. Our focus was on reducing social media addiction by promoting healthier online habits and encouraging users to engage in alternative activities.
Project Showcase
What is Check It?
Summary
Check It is a mobile app that has a daily checklist to encourage different ways to spend time and stay productive. The app also provides a summarised social media feed, to help reduce FOMO and support create healthier digital habits.
Problem Area
People spend too much time on social media
People are spending more time than ever on social media platforms. While these apps help with communication, excessive use is linked to issues like social anxiety, poor sleep, and lower productivity.
The average person spends approximately 2.5 hours daily scrolling through platforms like Instagram, TikTok, and Facebook, with many often prioritising it over work and personal interactions
Our Goal
We want to inspire people to change
Our Goal
Our goal was to help people reduce social media use in a positive way. Rather than just limiting screen time, we encouraged users to spend time on meaningful activities, like connecting offline or enjoying hobbies. This makes taking a break from social media feel like a positive choice, not a restriction.
Target Audience
Young people spend a lot of time in the digital world and are especially affected by social media overuse. By focusing on this group, we aimed to understand their habits and challenges, and create a solution that encourages healthier use and long-term positive change.
Competitor Analysis
Why social media limiters don’t work
Most productivity solutions often rely on the user’s self-discipline and motivation to be effective, but without real accountability, users can easily ignore them.
Example
Existing productivity apps, like Forest and Stayfree, focus on restricting social media use by setting time limits or locking users out of certain apps. Most major social media platforms also include built-in tools to track and manage usage.
These approaches can feel restrictive, and many users stop using them because they don’t align with what the user wants. What users really want is to find enjoyable alternatives that naturally make them spend less time on social media.
User Research
Understanding user behaviour
Understanding our target audience was essential to designing a solution that fits their needs and wants. To learn more, we used three research methods to gather a broad range of insights.
Questionnaires
We collected quantitative data about our target audience’s daily social media use. The questions focused on how social media affects their daily lives, including its impact on sleep and productivity.
Interviews
Our interview questions were designed to explore why people use social media regularly and how they feel it affects their lives.
Online Ethnography
We observed conversations in online forums (like Reddit) to study different communities and their perspectives. This online ethnography gave us valuable qualitative data and helped us understand how these communities interact and influence each other.
User Research Insights
How people use social media
We used affinity diagramming to analyse our research findings. This method helped us organise all the qualitative data and draw useful insights from what people shared with us.
Ideation Process
Creating the concept
Once we had a clear understanding of user behaviour and their needs, we began our ideation process. To explore creative solutions, we used methods such as reverse thinking, brainstorming, and sketching to generate and develop ideas.
First Iteration
Prototyping and testing the experience
Using Figma, we made the first wireframes of what our app interface would begin to look like. I created the initial wireframe prototype by including additional screens to create a more holistic experience for usability testing.
With the main features finalised, we moved on to usability testing to guide the next stage of iteration. We created a test plan and cognitive walkthrough script to observe how users interacted with the app. Our goal was to see if it was easy to use and fit into users’ daily lives. By watching users and collecting feedback, we gained valuable insights to refine the app based on real-world use.
The initial iteration received positive feedback from testing. Participants felt the app would be helpful in boosting productivity and could fit it into their daily lives. They felt it would help them use social media less and stay focused on tasks.
Second and Third Iterations
Refining the experience with user feedback
After iterating the design, we conducted further testing to ensure the app experience was easy to use and intuitive. We used a variety of testing methods with different types of participants. Some were everyday people, while others were design students who provided more detailed and usability-focused feedback.
Think-Alouds
We asked users to complete tasks while talking through their thoughts. This gave us useful insight into how they experienced the app and where they faced any confusion.
Heuristic Evaluations
This method helped us gather useful feedback by having people review the app based on common usability principles. This allowed us to quickly highlight problems that might make the app confusing, allowing us to improve the overall user experience.
SUS Forms
We used the System Usability Scale (SUS) to collect quick, quantitative feedback. Users rated their experience through the likert scale, giving us clear scores to measure the app’s usability.
Notable Changes
Notable changes after testing
Fourth Iteration
Revisiting the project two years later
After two years, I felt the project no longer reflected how much my skills had grown. It was my first experience with working with design tools, and it was clear I didn’t know what I was doing.
With improved skills and a stronger understanding of design principles, I revisited the project to refine both the concept and interface. This latest iteration features a cleaner look with clearer hierarchy and more consistency throughout the app.
Design System
Creating the visual identity
I created a design system to maintain consistency across the entire app by setting up variables for colors, typography, and spacing. I also created reusable components which helped speed up the design process. This approach kept the design organised and made updates easier to manage.
Reflection
What I learned from this project
The Goal
The aim was to reduce social media addiction in a positive way. Rather than blocking apps or limiting screen time, the solution encourages people to spend more time on meaningful activities. I believe we achieved this goal, as the approach feels rewarding instead of restrictive.
Value of Feedback
I learned how valuable outside feedback can be. Some of the most useful insights came from people who weren’t involved in the project, and they pointed out things we hadn’t even considered, allowing us to even explore new ideas we might have missed otherwise.
Leadership Skills
I developed my leadership skills by learning how to delegate tasks effectively and keep the team on track throughout the project. I also learned to take initiative when others were unsure, helping move the project forward when decisions needed to be made.
Reflecting and Improving
Two years after we completed this project, I revisited it individually and aimed to make further improvements to the design. It was a great opportunity to reflect on how much my skills have grown since creating my first project.
Future User Testing
For the future, more user testing can help to better understand how young people use the app and what works best for them. Their feedback can shape future iterations and highlight areas for improvement. Testing with a wider range of users can also bring in new perspectives that can improve the app.


















