Keepin’ it Real
The Keepin' it Real project targeted 18–24 year olds who are heavily invested in the online world. I was tasked to convince them that making time in their day for activities that don’t require technology is both achievable and beneficial for their well-being. My research suggested people feel dissatisfied when experiencing long periods of time online and that apps are designed to keep users engaged in the online world for long durations.
The solution I came up with was to create an app that reverses their conventional design to keep users engaged for long periods of time. Instead, the Keepin' it Real app rewards people for spending time with friends and family or partaking in activities that benefit their well-being.