Key Takeaways
Summary
In today’s world, a lot of people have an unhealthy relationship with their phones. However, we agreed that ‘staying off your phones’ isn’t a solution to this problem. In order to combat with the rising problem of phone addiction, it is important to create an environment, or OS in this case, that would foster its users to have a more meaningful relationship with their phone. To elaborate upon this idea, this OS would encourage its users to use their devices with purpose- no meaningless scrolling or blankly opening the same 3 apps over and over again. This OS would also focus on incorporating features that users can use to improve their mental health.
Challenges
This was the first time I worked with other designers on a project with no design lead. It was interesting and quite beneficial, however it was challenging due to how different designers had different ideas of how an app should look like or include. Since there is no design lead, as a team we had to agree on which features and design decisions should be included.
Lessons Learned
I have learned many design basics during the course of this project- such as color consistency and purpose. I also learned much more about Figma and the features it provides. A key lesson is to explore the apps I use more and be more design conscious of the decisions they made. Many apps include features to combat phone addiction and resources for people’s mental health that I did not know about previously. Also a lot of these apps also uses design decisions that keep users longer on their app. It is critical to understand these so I could reference them in future design projects and be more mindful of my behavior when I use my devices.