Sophia Emy
Consumer Behavior Stakeholder: BRICK

Digital Detoxes

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

RQ

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

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

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.