Sophia Emy
Consumer Behavior Stakeholder: BRICK

Digital Detoxes

A 9-week independent study of how people actually reduce digital distraction. Compared detox methods across the market to find themes, then translating them into product recommendations for BRICK.

 * Conducted independently as a student project for my UX Research Fundamentals class. BRICK framed as the stakeholder; this is not an official client deliverable. 

BRICK device and app showing a locked phone screen with timer

Image credit: https://getbrick.com/pages/story

RQ

How might we help people sustain reductions in digital distraction — beyond what built-in screen-time tools achieve on their own?

Role

UX Researcher (Student)

  • Study design and research framing
  • Participant recruitment via online communities
  • Qualitative synthesis of survey responses
  • Translating insights into product implications
Methods
Survey design Thematic analysis Cross-method synthesis Thematic coding Reddit recruitment Figma Qualtrics
Impact
  • Identified recurring behavioral patterns across multiple detox approaches
  • Surfaced opportunities for intentional friction and adaptive support
  • Reframed digital distraction as an intervention-design challenge, not an awareness problem
01 — The Survey

Comparing the whole field, not one product

Although the project’s focus was BRICK, the study covered a wide range of screen-time management methods. Since BRICK exists in a crowded market, comparing it against free, built-in tools like Apple Screen Time and Android Digital Wellbeing gave a more complete picture of the field.

Most participants were recruited through Reddit — specifically threads on digital wellbeing and screen time — since they represent people actively trying to change their behavior.

13
survey respondents
9 wks
independent study
Pie chart of digital detox methods used by survey respondents
Detox methods used by survey respondents.
02 — The Results

Four patterns across methods

Despite the variety of tools people tried, the same behavioral patterns surfaced again and again — each pointing to a concrete product implication for BRICK.

01

Effort-based deterrence beats time limits.

  • Small inconveniences — reinstalling apps, physical separation — outperform digital timers
  • App deletion was cited as highly effective because re-downloading felt "too annoying"
  • Users described laziness as a surprisingly useful constraint
Rec

Lean into effort-based friction rather than time-based restrictions alone.

The effort to redownload an app is greater than the effort to find something else to do (i.e., I am lazy to redownload).

— Respondent who succeeded only after deleting all distracting apps
02

Users quickly grow desensitized to interventions.

  • 10 of 13 participants regularly "override" the limits they set on apps
  • Many said they override limits "without thinking"
  • Effectiveness improved only when access was externally restricted
Rec

Introduce harder-to-bypass restrictions or external accountability, not just self-set limits.

Since I just override the screen time limit on TikTok and don’t have one on Instagram, I needed a more aggressive way to stop doom scrolling.

— Unsuccessful Apple Screen Time user
03

Most believe tools alone can’t solve distraction.

  • Respondents described distraction as psychological, cultural, or structural
  • Tools were framed as support systems, not cures
Rec

Position BRICK as scaffolding for behavior change rather than a standalone fix.

[Apple Screen Time is] effective as a log but requires personal buy-in and mental strategy to not fade into the background as just another thing to track.

— Unsatisfied Apple Screen Time user
04

People want flexibility, not total restriction.

  • Participants needed access for work, emergencies, or coordination
  • Several abandoned tools that blocked necessary access
  • Flexible tools were far more likely to be sustained
Rec

Balance restriction with personalized, flexible access settings.

Strict methods made me abandon them. I need Facebook during natural disasters and to coordinate with volunteer groups.

— Apple Screen Time ex-user
Digital distraction is an intervention-design challenge, not an awareness problem.
Project wrap-up

Durable detoxes raise the cost of relapse and leave room for real life.

Across methods, the most durable strategies share a shape: they raise the cost of relapse, resist habituation, and leave room for the messy realities of everyday life. Time limits alone rarely survive contact with a determined user.

For BRICK specifically, the strongest opportunity is to position the product as scaffolding for sustained behavior change — pairing physical friction with flexible, user-controlled access rather than competing with built-in tools on restriction alone.