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.

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.

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.”

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 chores→Earn coins→Choose to spend→Screen time

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.
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.
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.
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.
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.
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.
Interviewed, children aged five to twelve
Ran the coin system at home for a week
Spent coins to buy screen time from their own balance
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.
- 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.
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.

Three insights that shaped the product
Around 40% of parents felt screen use was passive.
Two hours or four, the child receives an allocation someone else set.
Children already understand trade and reward.
Earning and spending is intuitive long before economics is.
Nobody spends something to get screen time.
Qustodio, OurPact, Forest and Calm restrict. Parents were tired of restricting.

Four questions that shaped CoinQuest.
Each started with more than one reasonable answer.
A better limiter, or a currency?
A better screen-time limiter
What every existing product does, and what parents were tired of administering.
A currency
Moves the decision to the child without removing the parent’s control over how many coins exist.
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.

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.
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.

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.

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.


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.
- 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.
- 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.
- 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.