ENTR

Design a product that helps teenagers manage their screen time.

Model answer

Model answerTeenagers won't use something that feels like parental surveillance. The product must feel like it's for them, not about controlling them. I'd design around goals they care about — sleep, social time, performance — and let them set their own limits. Gamification of digital wellness can work if it respects autonomy. Success metric: voluntary daily engagement with the tool, not parental override rate.

Framework · CIRCLES Method

  1. CComprehend the Situation
    Teens resent surveillance — design for autonomy, not control
  2. IIdentify the Customer
    14–18 year olds who want balance but struggle with default app design
  3. RReport Customer Needs
    Agency, not rules. Goals tied to what they care about: sleep, social life, focus
  4. CCut through Prioritization
    No parental lock features in the teen-facing product — separate parent app
  5. LList Solutions
    Goal-setting, usage heatmaps, app timers, streaks for offline time
  6. EEvaluate Trade-offs
    Gamification risks becoming another engagement loop — keep it honest
  7. SSummarize Recommendation
    Self-directed screen goal tool with personal insights, not parental enforcement

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