The activity in today’s case study is divided into three parts and the overall goal is to come up with ethical design features that replace addictive featurs in modern mobile apps.

Part 1: Personal Awareness

Answer privately the following questions:

Purpose: This part is looking for personal lived experience in order for users to notice how detrimental some of the apps in their phones are.

Part 2: Feature Recognition

This is a group activity. Groups of 3 to 5 users are enough.

Each groupd should be assigned one popular app category, such as:

Next, groups should identify:

Purpose: This part is to help learners pinpoint what exactly makes their phones addictive and psychological triggers are used to make that happen.

Part 3: Feature Redesign

Each group should remain with their assigned app category but switch into a designer perspective.

What to do:

Purpose: This final part is to put learners in the shoes of decision makers who come up with the addictive apps and help them to realize some of the design choices that the designers make everyday.