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KNPTNN D2C Disconnect To Connect
KNPTNN D2C Disconnect To Connect
KDOE441(GD2-HK2-2223).3
PROJECT
REPORT
DISCONECT TO CONNECT
GROUP 8
GROUP 8
OUR TEAM MEMBERS
Name Student ID
I. ABSTRACT
III. EMPATHIZE
IV. DEFINE
V. IDEATE
VI. PROTOTYPE
VII. TEST
OUR AIMS
The primary aim of the project is
individuals to strike a balance
twofold. Firstly, it aims to raise
between their digital engagement
awareness among individuals about
and their personal, social, and
the adverse effects of excessive
professional lives.
phone usage. By providing
By undertaking this project, it is
information and utilizing social
hoped that participants will gain a
media, the project aims to highlight
heightened awareness of their
the potential consequences of
phone usage patterns and the
uncontrolled phone usage, such as
impact it has on their overall well-
decreased productivity, diminished
being. It is also expected that they
social interactions, and increased
will acquire the necessary skills
stress levels.
and techniques to make mindful
Secondly, the project aims to equip
choices regarding their phone
individuals with practical strategies
usage and prioritize their time for
and tools to develop healthier habits
activities that contribute to
and reduce their reliance on mobile
personal growth, relationships,
phones. Through the establishment
and overall life satisfaction.
of reasonable rules, habits, and the
=> We used the design thinking
utilization of managing their time
process throughout this project to
effectively and allocate it to
solve problems by prioritizing our
meaningful activities beyond screen
target audience’s needs.
time. The ultimate goal is to enable
Although there is some debate
in the medical community
about phone overuse and
whether it is really a kind of
addiction, there are a lot of
similarities between phone
overuse and other behavioral
addictions like gambling.
People are easily addicted to
phones because some phone
apps are designed to keep users
DEFINE
Applying the 5 Whys method, we have an image pointing out the causes of
using mobile phones uncontrollably:
According to our survey above and the 5 Whys method analysis, we realize the
four main root reasons we need to care about the most:
Lack of other activities
Not enough motivation to limit the time
Nobody reminds them when using the mobile phones
No environment with people having the same goals
These four different root causes are also the problems we have to solve to help
all participants to reduce phone spending for entertainment time.
IDEATE
After the first two
steps of
empathizing and
defining the
problem, we
continue along the
process of Design
Thinking to get to
step three.
This involves ideation or coming up with ideas that can help fulfill the
requirements of the information gained in the first two steps. You can define a
problem, keeping in mind all considerations, and you can also empathize with
your subjects and their feelings, but those are futile if you cannot come up with
the appropriate ideas to solve those issues. This makes the ideate phase very
critical to the entire design thinking process. At this stage, we have a table
presenting our ideas:
Remove apps
Lack of other activities Building sharing status to help them find
Healthier hobbies
Facebook Group
Regular status to remind and suggest
To be more visually-appealing, here is the bar chart indicating the participants’ average
time of using 3 apps on a daily basis, from June 12 to June 22.
Following the data shown, it can be seen that throughout the period, all the
numbers recorded daily were less than the average number of the week before
June 12. Additionally, those numbers experienced a steady downward trend;
however, there was a slight increase from June 16 to June 18 because these days
were at the weekend, when the demand for recreational purpose was higher
than usual.
After 11 days, nearly 80% of participants managed to reduce their use of 3 apps
compared to the week before survey, whereas the rest witnessed negligible
increases. On average, every participant cut off over 7 minutes a day. Standing
out of them was Do Viet Bach, who successfully cut off more than 20 minutes a
day, or 7.04% of his average use in the week before survey. Here is the
comparison between Bach and the average figures, in percentage:
In this graph, the figures for the percentage of time reduced are positive, so
they would be negative when a person increases his or her use of phones.
Bach’s figures were higher than overall for the majority of the period.
Apart from Bach, an outstanding example was Nguyen Ngo Viet Anh, a guy
who significantly cut off his phone-related activities by deleting Facebook
from his phone.
These were the typical figures to show the participants’ willingness and
support to our project and to emphasize the feasibility of our project.
After evaluating the things we did well and did not do well, we felt that our
actions were still inadequate to provoke the participants’ interests as well as
motivations. If our group have more time and conditions to dig the
problems more deeply, we will re-consider our design-thinking steps, the
focus of which is the “prototype” - the section we struggled the most.
THE END