Designing for Digital Wellbeing

Exploring research areas of digital delight and creating POCs

The brief of this apprenticeship was to elevate everyday phone interactions that cause frustration into positive experiences.

This project is under NDA, get in touch to know more: vaidehi.shirsath@gmail.com

2023

2023

Outcome: Research Insights, Concept Mockups (motion design)

Outcome: Research Insights, Concept Mockups (motion design)

Design Research

UI/UX Design

Methodology

Secondary research

  • Understanding Pleasantness and Delight in UX Design

  • Understand anxiety-inducing and boring tasks

  • Motion as a problem-solving tool

  • Nostalgia and personalisation in UX

Insights and opportunities

Primary research - 2

Here, we used surveys and user interviews to identify (1) widget usage patterns, (2) common design practices and (3) desirable features.

Features & Parameters (of widgets)

Problem Area: Digital wellbeing

  • Users actively manage screentime
    They frequently use digital well-being tools and third-party apps to control their usage.

  • Gen Alpha parents worry about screentime
    Parents express concern about their children's device use, particularly post-COVID.

  • Screentime widgets trigger guilt
    Users who try limiting screentime often abandon widgets as they evoke anxiety and guilt.

  • Doomscrolling breeds negative associations
    Guilt and anxiety from excessive app-switching make users view phones as harmful to productivity and health.

  • Screentime data lacks motivation
    Viewing screentime stats doesn't prompt action; users feel initial anxiety but quickly become desensitized to the numbers.

Ideation and Rapid Prototyping

The following considerations were made during ideation and prototyping. A solution matrix was used to generate ideas and map them across parameters and features.

Thank you for your curiosity!

© Vaidehi Shirsath 2026

Thank you for your curiosity!

© Vaidehi Shirsath 2026