CoinQuest • Graduate thesis • 2024

I stopped trying to limit screen time and gave it a price

Twelve parents told me the same thing in twelve different ways: the fight isn’t really about hours, it’s about having the same argument every evening. So I designed a system where children buy their own screen time, and ran it in five real homes before designing a single screen.

Role
UX Designer & Researcher Solo
Timeline
8 months 2024
Methods
Interviews, affinity mapping Wizard-of-Oz testing Usability testing
Tools
Figma Otter.ai DALL·E
One system, two people who want opposite things from it.
Overview

Every evening, the same argument.

In most homes with children, screen time isn’t a policy. It’s a negotiation that resets daily. Parents end up enforcing a rule they re-argue from scratch every time, and children experience it as something being taken away for reasons they had no part in.

I wanted to design something that didn’t just regulate hours, but changed who was making the decision. CoinQuest was my graduate thesis: eight months, solo.

Research

Desk research, twelve parent interviews, affinity mapping and a problem tree analysis.

Behaviour design

A currency instead of a limiter: earn coins, spend them on screen time at a fixed rate.

Validation

A week-long Wizard-of-Oz test in five homes, then usability testing of the prototype.

Figures from published studies on childhood screen exposure, used to show the concern is documented, not to claim a clinical outcome.
Problem

The negotiation never ends, and the parent always holds the line.

Every parent in this situation already knows screens are a problem. Knowing that hasn’t helped them. What came back from interviews wasn’t a list of feature requests. It was a set of feelings.

Parent, child aged 7

“I often find it hard to convince my child over screen time, and he always ends up very frustrated. This stresses me more.”

Parent, two children

“Resisting my kids’ screen time adds emotional complexity to my efforts.”

Every parent described the same fight in different words.
Solution

One coin, sixty minutes.

Children earn coins for chores and responsible behaviour, and spend them on screen time at a fixed, visible rate. The parent still sets how many coins exist. The child isn’t being told no. The child is being asked whether this is what they want to spend on.

Do choresEarn coinsChoose to spendScreen time

The entire product, in one exchange rate.
Three bridges every screen had to serve

Empower parents

Screen-time management that takes effort away rather than adding it.

Encourage children

Responsible habits, by giving them something to own.

Positive interaction

Something shared between them, instead of another enforcement surface.

Core Flows

Two people, two flows, one shared balance.

A parent’s journey and a child’s journey, meeting at exactly two points: the allocation, and the prompt.

Parent

Set the week’s budget once

Create a profile for each family member and allocate the week’s coins. A daily allocation would just recreate the daily negotiation in software.

Child

The first real choice

Opening a managed app shows the balance and the cost. Spend, or go back. A coin animation makes the transaction feel like something happened.

Together

Something to be proud of

Parents see how coins were spent and where their child landed on the leaderboard, and can share it. Pride instead of policing.

Outcome

Children understood the exchange without an adult translating it.

The concept ran in five real homes for a week before any interface existed, and the prototype was then tested with five participants across thirty tasks.

12parents

Interviewed, children aged five to twelve

5families

Ran the coin system at home for a week

4 of 5children

Spent coins to buy screen time from their own balance

91%confidence

Usability testing, the one score with variance in it

Thesis-scale evidence: five households is a signal, not a proof. Four of five parents reported lower screen-time usage over the week, and three of five set daily limits for the whole household, not only the children.

Back to the original problem
Before
The parent decides, every evening, from scratch
After
The parent sets the week once; the child decides how to spend
Before
Screen time is free, so there’s nothing to choose
After
Screen time has a price, so every session is a choice

So, how did we get here?

From the idea that worked, to how I found it.

Research

Twelve parents, and the thing they all said differently.

I recruited twelve parents of children aged five to twelve and asked them to walk me through what actually happens, not what they intend to do. Affinity mapping and a problem tree surfaced ten root causes: balancing time, developmental concerns, work-life demands, guilt about content, a screen-centric culture. Almost every branch traced back to the same trunk.

Ten causes, one trunk: the negotiation never ends.

Three insights that shaped the product

Insight 01

Around 40% of parents felt screen use was passive.

Why it mattered

Two hours or four, the child receives an allocation someone else set.

→ Put a decision inside screen time
Insight 02

Children already understand trade and reward.

Why it mattered

Earning and spending is intuitive long before economics is.

→ A currency, not a limiter
Insight 03

Nobody spends something to get screen time.

Why it mattered

Qustodio, OurPact, Forest and Calm restrict. Parents were tired of restricting.

→ An open space in the market
Plenty of ways to restrict screen time. No way to spend it.
Design Decisions

Four questions that shaped CoinQuest.

Each started with more than one reasonable answer.

Decision 01

A better limiter, or a currency?

Path A

A better screen-time limiter

What every existing product does, and what parents were tired of administering.

Chosen

A currency

Moves the decision to the child without removing the parent’s control over how many coins exist.

Decision 02

Test the idea in Figma, or in real kitchens?

A coin model is either obvious in practice or collapses the first time a real seven-year-old meets it. So before opening Figma I ran it manually in five families for a week: a Wizard-of-Oz setup where the parent played the app, and a non-functional stand-in coin so children handled something real.

The idea was tested in real kitchens before it was tested in Figma.
Decision 03

A daily allocation, or a weekly one?

Alternative
Daily coins, matching how parents think about screen time today.
Decision
Weekly. Setting the week’s budget once is what converts an argument into an agreement.
Decision 04

Surveillance software, or a picnic?

Parental-control software mostly looks like surveillance software. The visual direction went the other way: a warm nature and picnic palette, with gold reserved for the coins because the coin is the thing that carries value, and a logo built around a quest rather than a lock.

Gold for the coins, because the coin is the thing with value.
Validation

What the numbers say, and what they don’t.

Five participants, thirty tasks, more than 200 minutes of sessions. Each person rated ease and confidence per task from zero to five; I scored completion.

Ease
100% across all tasks
Confidence
91%, the number I trust most because it’s the only one with variance
Completion
100% of tasks

Two of three figures are at ceiling, which usually means the tasks were well-scoped rather than the product being flawless. The more useful result is the home test: behaviour in a real environment beats a completion rate in a session.

Final Product

From storyboard to two connected flows.

I started with a storyboard of a parent using CoinQuest at home, then wireframes split into two paths from the beginning.

Two people, two flows, one shared balance between them.
Reflection

What CoinQuest taught me

I started assuming the design problem was finding a fair point on a slider between parental control and child freedom. It isn’t a slider.

  1. 01

    Control and autonomy aren’t opposites.

    The parent kept full control over how many coins exist; the child gained complete autonomy over how to spend them.

  2. 02

    The best idea wasn’t an interface.

    It was an exchange rate. Once one coin for sixty minutes was right, the screens were comparatively easy.

  3. 03

    Test the concept before the interface.

    A week in five kitchens told me more than any wireframe review, and it was the highest-value hour of the project.

Nobody wants to be the person who says no every evening. So I made it a question the child gets to answer.

With thanks to the twelve parents who talked candidly about something difficult, and the five families who ran a stranger’s idea in their homes for a week.

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