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Opal · UX Design · Focus App

Designing better focus habits for college students who are tired of fighting their phones.

Role

UX Designer

Team

Brayden, Chris DeMassa, Bess Overton

Duration

10 Weeks

Type

UX Design

The Challenge

Focus apps exist. Students still can't focus.

College students spend hours every day fighting distractions, yet most focus apps either feel overly restrictive or fail to build lasting habits. Tools like Forest, Finch, and Focus Friend each address parts of the problem. None successfully combine productivity, motivation, and healthy breaks into a single experience.

Our challenge was to redesign the focus experience for students who struggle with procrastination, phone distractions, and maintaining consistent study habits.

My Role

I contributed to research synthesis, interaction design, and usability testing across the full 10-week project alongside Chris and Bess.

UX DesignUser ResearchInteraction DesignUsability Testing

Research

30 students. One consistent pattern.

We surveyed 30 college students to understand how they currently manage focus and productivity. Students were not asking for stricter restrictions. They wanted better motivation, stronger phone blocking, integrated planning tools, and positive reinforcement.

64%

of students spend 10 or more hours per week on coursework

27/30

students in our survey struggle with procrastination

21/30

students distracted by social media and their phones

61%

had never used a focus app before

Competitive Analysis

Strong apps. Incomplete solutions.

We evaluated three popular focus products and found a consistent gap between productivity tools and wellness tools. None bridged both sides.

Forest

Strength

Strong distraction blocking through gamification

Gap

Limited planning and habit-building support

Finch

Strength

Excellent emotional support and self-care features

Gap

Less focused on productivity outcomes

Focus Friend

Strength

Accountability and companionship features

Gap

Lacks meaningful focus controls and analytics

The opportunity was clear: students needed a solution that could help them focus without feeling punitive. Productivity and wellbeing had to live in the same place.

User Archetypes

Two students. The same underlying need.

Research surfaced two distinct archetypes that shaped our design direction. Both struggled to focus but for different reasons and with different triggers.

📱

Kate — The Scroller

A constantly connected student who fills every spare moment with screen time.

Goals

Reduce mindless scrolling

Build healthier habits

Make downtime feel restorative

Pain Points

Boredom feels uncomfortable

Difficulty disconnecting

Social media consumes free time

🌊

Jack — The Drifter

A student who struggles to maintain momentum and often loses track of priorities.

Goals

Stay organized

Maintain focus

Create better routines

Pain Points

Procrastination

Lack of structure

Difficulty transitioning between tasks

Design Direction

Three opportunities from research.

01

Help Students Plan Their Time

Students already relied heavily on planners and calendars. We integrated a lightweight planning system directly into the focus experience to reduce context switching.

02

Reward Focus Behaviors

Students consistently responded positively to gamified motivation. Rather than punishing distraction, we designed around rewarding productive behavior.

03

Encourage Healthy Breaks

Most focus apps only tell users what not to do. We wanted to help students discover what they could do instead, making breaks feel intentional rather than guilty.

The Solution

Three connected features.

Each feature addresses one of the three design opportunities. Together they form a complete focus experience.

Feature 01

Calendar

A planning system that organizes focus sessions, tasks, and breaks.

Why this matters

Students already use planners to stay organized. Bringing planning into the focus experience reduces context switching and helps users create intentional study routines.

Calendar

Feature 02

Tap Stickers

A gamified reward system where students collect gems and achievements through consistent focus behavior.

Why this matters

Research showed students wanted motivation, not punishment. The sticker system creates positive reinforcement while making progress visible.

Tap Stickers

Feature 03

Break Suggestions

A feature that recommends meaningful offline activities during breaks.

Why this matters

Students often replaced one distraction with another. We wanted breaks to feel restorative rather than simply becoming more screen time.

Break Suggestions

Usability Testing

23 participants. Three clear improvements.

We conducted usability testing with 23 participants across three areas. Each finding led to a specific, actionable design recommendation.

01

Navigation and Terminology

Participants struggled with the term Event throughout the interface.

Recommendation

Rename to Task or Activity and use more recognizable icons

02

Scan Feature

Users were unsure how to position the camera while scanning.

Recommendation

Add visual alignment guides and onboarding instructions

03

New User Experience

Some participants needed additional support understanding advanced features.

Recommendation

Introduce quick tutorials and contextual tips

Design Principles

Grounded in cognitive psychology.

Throughout the redesign, we applied three cognitive psychology principles to make focus feel achievable rather than effortful.

Flow State

People focus best when goals feel challenging but achievable.

Design Response

Progressive milestones, continuous feedback, and reduced distractions keep users in the zone without overwhelm.

Learning Through Examples

People learn more effectively when shown rather than told.

Design Response

Visual examples, activity recommendations, and demonstration-based onboarding replace instruction-heavy tutorials.

Memory and Cognitive Load

Information is easier to remember when mental effort is reduced.

Design Response

Clear language, familiar icons, and simplified workflows lower the barrier to building a new habit.

Reflection

The hardest part isn't helping people focus.

During the project, we tracked our own screen time habits and realized how deeply integrated technology is in daily life. The hardest part is not helping people focus. It is helping them step away from their phones.

This project taught us that successful habit-building products do not just block distractions. They help people create a life worth focusing on.

Structured focus planning

Positive habit reinforcement

Meaningful break suggestions

Reduced reliance on willpower alone

Better balance between productivity and wellbeing

More work

Let's work together

Design isn't solo.

Let's connect.

BW.© 2026 Brayden Wisniewski