Three iPhones running Alight: a break counting down with 6 min left, the 3:12 shield that says Back to homework with a Land now button, and the Collection screen.

PRODUCT UX · SELF-INITIATED iOS APP

Starting a
break was easy.
Ending it wasn't.

Alight helps students end
a phone break at the time
they chose, without guilt.
Research and two rounds
of testing shaped it.

HONOURABLE MENTION

RGD 2026
Student Awards

UX Design

TIMELINE
Aug to Sep 2026
ROLE
Product Designer
Solo, end to end
PLATFORM
iOS, iPhone
Screen Time
Live Activity
SCOPE
UX research
Interaction design
Prototyping
Usability testing
TOOLS
Figma, Paper
Claude Code

AT A GLANCE

PROBLEM

Two of the four students I interviewed
planned their phone breaks, and ran
over nearly every time.

INSIGHT

Students plan the end of a break while calm.When it arrives, they're deep in the feed.

HOW IT WORKS

Open an app you put on Alight's watch list, and a shield (a screen that covers the app) offers a break you set up ahead of time. The Dynamic Island (the pill at the top of the screen) counts it down, and the shield comes back on time.

OUTCOME

In both test rounds, the word "land" confused people. It names the button that ends a break (to alight is to land), so onboarding now teaches it. Entered under its earlier name, ELU, the project received an Honourable Mention for UX Design at the RGD 2026 Student Awards.

02 · THE PROBLEM

Hours didn't decide
who had a problem.
Whether the session
had an ending did.

I interviewed four students. Two
scrolled for hours at a time. Two
took study breaks that kept
running over. Alight is for those two.

SCROLLS WHEN IDLE

2 to 3 hours

in idle time. Doesn't call it a problem.Stops on their own.

REELS AT NIGHT

Up to 4 hours

a night. Got around app blockers,then deleted Instagram.

BREAKS AT THE DESK

5 to 15 min

past the planned end, on
nearly every break.

BREAKS BETWEEN STUDY BLOCKS

5 to 15 min

past the planned end, on
nearly every break.

THE KEY INSIGHT

You plan the end while you're calm.It arrives when you're
deep in the feed.

Students described not stopping as something
that happened to them, not a choice.

"I end up going to Instagram
reels and then I just can't stop."
Interview participant
"…subconsciously I'm telling myself
that I'm tired… Let me just scroll a little
bit on my phone."
Interview participant
A timeline of one break. Plans the end, calm before the break: a student at a desk thinks "Just a short break". The end arrives, deep in the feed: the same student scrolls past it and ends up scrolling.
Plans the endCalm, before the break
A student at a desk thinks "Just a short break".
The end arrivesDeep in the feed, scrolls past it
The same student scrolls past it and ends up scrolling.

PROBLEM STATEMENT

Students taking a phone break
from studying need to end it at
the time they chose, but by
then they're deep in the feed.

03 · RESEARCH INSIGHTS

Other apps interrupt,
restrict or report.
None of them
rewards ending a break.

I ran three kinds of research:
a survey of 11 people (10 of
them students), 4 interviews,
and a competitive analysis of
11 apps. The study is small, so
I give counts, not percentages.

WHY THE TOOLS FAIL

People get around the limits they
set themselves.

Two of the four interviewees had done it. The
first set up app blockers with time limits, then
went into the settings and deleted the limits.
The second got past their own Screen Time
limits by typing in the passcode.

Alight never locks an app for the day, so there is
no lock to get around. It guards the end of each
break instead. A new break is always one tap,
and every break is recorded.

11 apps, reviewed August 2026, in four groups. Interrupt, a pause before opening: one sec, ScreenZen, Jomo, Clearspace. Restrict, blocks, locks and cutoffs: Opal, Freedom, Forest, Brick. Report, numbers about your use: Stayfree, Flipd. Replace, swaps the scroll for a book: Lummi.
11 APPS, REVIEWED AUGUST 2026
Interrupt, a pause before opening: one sec, ScreenZen, Jomo, Clearspace. Restrict, blocks, locks and cutoffs: Opal, Freedom, Forest, Brick.
Report, numbers about your use: Stayfree, Flipd. Replace, swaps the scroll for a book: Lummi.

Lummi replaces the scroll with a book.
Opal already uses the island, for its timers
and a Block Again button. Alight puts the
break itself there.

THE GAP

Every reward pays you for
staying away.

Forest grows a tree and Opal gives gems.Alight counts the ending instead.

THE GUILT LOOP

The feeling that ends one scroll
starts the next.

8 of the 11 people surveyed felt guilty after a
long scroll. My reading of what follows: guilt
brings stress, stress looks for comfort, and the
nearest comfort is the phone.

The guilt loop around a student at a desk: drift into scrolling, feel guilty, feel stress, reach for comfort, pick up the phone, and round again.

OUTSIDE PROOF

Google's own wellbeing team
found that
screen-time
numbers can backfire.

Showing people their screen time had a cost:

"…reminders of their mounting screen time
left them feeling ashamed, confused, and
generally annoyed."
Sara Lunder, Kate Lockhart and Lauren Wilcox, Google ·
Designing for Digital Wellbeing, Google Design

So Alight never sends a report you
did not ask for.

04 · DESIGN PRINCIPLES

Eight principles,
each with a test
any idea has to pass.

When two ideas both looked
good, a principle picked the
winner. When I cut something, I
named the principle that cut it.

THE EIGHT PRINCIPLES

A principle only counts if a sensibleproduct could do the opposite.

Each one below has a real app that does the
opposite on purpose.

  1. 01

    Don't ruin the break

    THE TEST

    Does it make the break shorter or harder? Pass: no.

    FROM THE RESEARCH

    The breaks were planned. Running over wasn't (section 02)

    WHO DOES THE OPPOSITE

    Forest's exit button says Give Up, and the tree dies.

  2. 02

    Decide early, not mid-scroll

    THE TEST

    When do you have to decide? Pass: before the break starts.

    FROM THE RESEARCH

    Nobody said they chose to keep scrolling (section 02)

    WHO DOES THE OPPOSITE

    The app "one sec" asks you to decide every time you open an app.

  3. 03

    Say the fact, don't nag

    THE TEST

    Is the line about the break or
    about you? Pass: the break.

    FROM THE RESEARCH

    8 of 11 felt guilty after a long scroll (section 03)

    WHO DOES THE OPPOSITE

    Opal's weekly report calls Monday "your most distracting day."

  4. 04

    Reward stopping, not staying away

    THE TEST

    What gets rewarded? Pass: ending the break.

    FROM THE RESEARCH

    None of the 11 apps rewards ending a break (section 03)

    WHO DOES THE OPPOSITE

    Clearspace gives a streak for staying under your screen‑time budget.

  5. 05

    Your numbers wait
    until you look

    THE TEST

    Did you open the numbers yourself? Pass: yes.

    FROM THE RESEARCH

    Screen-time reminders shamed people (section 03)

    WHO DOES THE OPPOSITE

    Stayfree is built around
    screen-time reports.

  6. 06

    Friends show up,
    they don't nudge

    THE TEST

    Fact, request or ranking? Pass: a fact, like "Sarah is on a break."

    FROM THE RESEARCH

    All four interviewees wanted friends in the app. One said comparing made it worse.

    WHO DOES THE OPPOSITE

    Jomo's Squads share screen time with your group.

  7. 07

    Alight doesn't chase you

    THE TEST

    Who sent this message? Pass: a friend, or a break you started.

    WHO DOES THE OPPOSITE

    Duolingo's push: "You made Duo sad."

  8. 08

    Anything can be
    switched off

    THE TEST

    Does the app try to change your mind? Pass: no.

    FROM THE RESEARCH

    Locks didn't hold: two interviewees
    got around their own limits
    (section 03)

    WHO DOES THE OPPOSITE

    Freedom's Lock mode stops you uninstalling it.

WHERE ALIGHT ASKS FIRST

Nothing in Alight fights you. Only actions
that remove something ask first:
taking an app off your watch list,
removing a friend, signing out, and
deleting your account.

WHAT PRINCIPLE 04 GIVES UP

Rewarding time away shows results
from day one. Rewarding good endings
is slower: one means little until
a few add up.

FROM PRINCIPLES TO SCREENS

Two lo-fi screens changed because a
principle said no.

Two lo-fi screens, before and after. 01, Don't ruin the break: the length chips stopped at 30 min, as if a longer break was too much, so they became a stepper with no top. 04, Reward stopping, not staying away: Dev, on a break, was greyed out below Sarah, who landed; now both are in ink.

01 · Don't ruin the break

How long: the chips became a stepper

The chips stopped at 30 min, as if a longer
break was too much. The stepper has no
top, so you pick the length.

Before: the length chips, which stopped at 30 min. After: a stepper with no top.

04 · Reward stopping, not
staying away

Friends: Dev is no longer grey

Grey ranked Dev on a break below Sarah,
who landed. Neither is better, so both
are in ink now.

Before: Dev, on a break, greyed out below Sarah, who landed. After: Dev and Sarah, both in ink.

05 · THE SOLUTION

The break is
set before it starts.
At the end,
there is one choice.

Five flows. Each plays right here.

PART 1 · BEFORE THE BREAK · ONBOARDING

Set it up once, while you're calm.

In onboarding you pick the apps for your watch
list, and one word for the work that is waiting,
like homework. Later the shield offers a
break in one tap, and when it ends, it says
"Back to homework."

WHY

The end is planned while calm (02)

Try it yourself ↗

PART 2 · DURING THE BREAK · TAKE A BREAK

The island carries the break
into every app.

Opening Instagram brings up the shield, with a
break already set. Start it, and the island counts
it down. At the return time the island says Now.

WHY

The end arrives when you're deep
in the feed (02)

Try it yourself ↗

PART 3 · AT THE RETURN
TIME · SCROLLED TOO LONG

At the return time, the
shield comes back.

The shield asks one thing: Land now, or +5 min.
The +5 is offered once, then only Land now is
left. The island counts the minutes over until you
land. After 10 minutes it clears, and the break
waits on the Today screen until you land it.

WHY

Two interviewees got around
their own limits (03)

Try it yourself ↗

PART 4 · AFTER THE BREAK · YOUR LANDINGS

Landing on time counts. Staying
away doesn't.

Collection counts clean landings and skipped
breaks, each next to yesterday's. A clean landing
is a break ended on time, even with the one +5.
A skipped break is a time you closed the app at
the shield. There is no chain to break, and
nothing is sent to you. Each day also gets a
ring against the daily limit you set. Going past
it locks nothing.

WHY

None of the 11 apps rewards ending a break (03)

Try it yourself ↗

PART 5 · AROUND THE BREAK · FRIENDS

Friends see your breaks and
landings, nothing else.

Friends make the end of a break visible:
someone sees you land. You see each other's
rings on the Today screen and can react to a
landing. No rankings, no totals.

WHY

Friends, yes: all four
interviewees asked for them.
Rankings, no: comparison hurt one of them.

Try it yourself ↗

Walk the whole app.

The main screens, connected. Go anywhere.

Open the prototype

06 · TESTING & OUTCOME

One word confused
people twice.
I taught it instead
of replacing it.

Round 1 tested an early version,
called ELU at the time.
It found that the words, not the flow,
were the problem.
Round 2 gave people tasks in a
Figma prototype, from starting a
break to landing it.

THE WORD THAT SURVIVED

Two words were renamed.
"Land" stayed.

In round 1, people didn't know what "Atlas",
"Studio" or "landing gesture" meant. Before
round 2, I renamed Atlas to Collection and
Studio to Settings. In round 2, people still
misread "Land now", even though I had
explained the app first. To alight is to land, and
the whole product speaks in landings. So I kept
the word and taught it on the first screen:
"When the time is up, you land."

"Am I a plane now?"
Round 2 participant

Welcome, the first screen

After: the Welcome screen says Take the break. Alight ends it. Under it, three lines: You choose how long. When the time is up, you land. One tap and you're back in your work.

BEFORE

Before: the Welcome screen says Take the break. Alight ends it. Under it: You choose how long. When the time is up, Alight puts you back in your work.

AFTER

After: the Welcome screen says Take the break. Alight ends it. Under it, three lines: You choose how long. When the time is up, you land. One tap and you're back in your work.

Welcome, the first screen

WHAT ELSE TESTING CHANGED

What people did, and what changed.

WHAT PEOPLE DIDWHAT CHANGED
Read "Live Activity" as tracking their use.Renamed it "Break timer".
Left a break open, and looked for one clear way to end it.The Today screen now says "This break never ended",with a Land it button.

WHAT PEOPLE DID

Read "Live Activity" as tracking their use.

WHAT CHANGED

Renamed it "Break timer".

WHAT PEOPLE DID

Left a break open, and looked for one
clear way to end it.

WHAT CHANGED

The Today screen now says
"This break never ended",
with a Land it button.

WHAT I DIDN'T CHANGE

The rings read as fitness
rings. I kept them.

Tested alone, with no words, only the landed and
skipped marks read right. The rest read as
progress to a goal, like a watch. But in the app,
each ring sits beside words that say what
happened, like "10 min, ran 14 min", and in
context those words did the work. The test
showed the rings in a way no one will see them.

THE OUTCOME

Never shipped, so it is not proven yet.

The prototype runs the main screens and five
guided flows. Two results would prove it: more
breaks landed on time, and overruns shorter
than the 5 to 15 min students reported. Entered
under its earlier name, ELU, the project received
an Honourable Mention for UX Design at the
RGD 2026 Student Awards.

The judges called the flows "purposeful" and the
design system "meticulous".

07 · REFLECTION

The absent user,
the leading intro,
and the word worth keeping.

Three lessons I am
taking past this project.

TAKEAWAY 01

Design for the person who
won't be there.

The calm student who plans the end isn't the
one who meets it. So most decisions belong
before the break. When a decision can't wait,
like ending the break, make it a single tap.

TAKEAWAY 02

How I tested shaped what I learned.

In round 2 I explained the app before the tasks,
so I couldn't use anyone's answer to "what is
this app for": I had already told them. Next time
I'll read a fixed intro, word for word.

TAKEAWAY 03

Keeping a hard word means testing
how you teach it.

One line on the first screen is my first try at
teaching "land". Whether it is enough is the
next thing to test.

Take the break.Land it on time.

Next case study