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FigmaVibe PrototypingRapid IterationNeedfinding

sLime

A tiny digital creature that loves you enough to say "set me down"

sLime — a tiny digital creature that loves you enough to set you down

Executive Summary

Answering to the prompt we're given, designing a tool that tracks, measures, visualizes or quantifies an aspect of human sensory experience, our team started with a broad, fuzzy problem: people scroll mindlessly and feel bad about it. Existing tools address this with screen-time limits and app blockers, which feel punitive and get disabled. I pushed our team to stay upstream of that framing and ask a harder question: what is actually happening, sensorially, in the moment someone loses themselves in a scroll? That question led us to coin attention proprioception — a person's intuitive sense of where their attention currently is and whether it's where they want it to be. That conceptual clarity shaped every design decision that followed.

The other thing I kept pushing on: analytics dashboards were the obvious solution, and I didn't trust that. Our conversations with friends made clear that people already know they scroll too much. More information doesn't close the gap between knowing and changing. What does? Feeling responsible for something. A screen pet that visibly suffers when you doom-scroll — and thrives when you put the phone down — creates an emotional loop that a usage graph never could. That conviction drove us toward the pet over the dashboard at every fork in the road.

The Problem

Illustration of Maya scrolling on her phone

Meet Maya, a TikTok micro-influencer and a college junior.

It's 11:30 PM.

She opens TikTok to post before the day ends. The feed auto-plays.

And Maya, without deciding to, starts scrolling.

An hour later she puts her phone down. It's well past midnight and she never posted. Again. In the silence she realizes she's been everywhere and nowhere. Hundreds of videos, but nothing absorbed.

The Research

Maya isn't alone. Mindless scrolling is a widespread crisis.

This was a pattern my team recognized immediately, not just from observation but from our own lives. As Gen-Z designers who built our social lives and early careers through our phones, we're living this problem. To make sure our experience was representative and not just personal, we ran informal conversations with five friends spanning different relationships with their phones: a college student who uses social media recreationally, a part-time content creator for whom being online is essentially her job, a remote worker dealing with screen fatigue, a competitive gamer whose digital and social life nearly fully overlap, and a graduate student trying to stay focused. The same story surfaced in every conversation, just in different costumes.

Research notes and needfinding artifacts

I pick up my phone to do one thing and come back to myself 40 minutes later not knowing what I even did.

Research data and charts on social media usage

"Brain rot," the shorthand for cognitive deterioration from screen overconsumption, was Oxford's Word of the Year for 2024. Its usage frequency climbed nearly exponentially through that year, reflecting a generation putting language to something it had been feeling for a long time.

Research links social media fatigue directly to anxiety and depression. For Gen-Z, the stakes are amplified: platforms like TikTok and Instagram function as the infrastructure for social life, professional identity, and creative work, cutting them entirely is simply not realistic. But staying in without any awareness mechanism is quietly corrosive.

Chart showing brain rot usage frequency growth

The key insight from our need-finding conversations was that people aren't looking for restriction. Every friend I talked to had tried screen-time limits at some point. Most had disabled them within a week. The friction felt punitive rather than supportive. What they wanted was something that understood why they were on their phone and helped them stay in relationship with that intention without making the phone feel like the enemy.

Attention Proprioception

The existing vocabulary around this issue, social media fatigue, doomscrolling, information overload, all describes the consequences. None of it gets at the mechanism: what is happening, in real time, that makes the scroll feel so uncontrollable?

In one of our early whiteboard sessions, we mapped the problem space broadly: FOMO and phantom notifications pulling you in, infinite scroll trapping you, a growing sense that life and work are fully mediated by screens, and a gradual disconnection from the physical world. What connected all of these branches was a loss of self-awareness inside the experience itself. You don't notice you've been scrolling, you just surface from it.

This led me to a connection with proprioception, the body's unconscious sense of its own position and movement in space. I proposed that attention might work analogously: there's a felt sense of where your attention is, why it's there, and whether it's aligned with what you actually want to be doing. When that sense is intact, you pick up your phone with a purpose and put it down when that purpose is complete. When it erodes, you lose the thread entirely.

We called this attention proprioception, and naming it changed everything. It gave us a precise design target. We couldn't measure it directly — but we identified two proxies that reliably co-occur with its loss:

  • Behavioral signals: rapid scrolling through unfinished videos, compulsive app-switching, looping through the same content
  • Physiological signals: elevated heart rate variability and electrodermal activity, measurable through a paired wearable
Proprioception
Illustration representing proprioception — body sensing its position in space

Our body's ability to perceive its position, movement, and orientation in space without using vision.

Attention Proprioception
Illustration representing attention proprioception — mind sensing where attention is

The same thing, but for our mind. We feel sense of where our attention is and why. When it is overwhelmed by screen activity, we end up disoriented in the information crowd.

The Concept

Working within a design-a-thon timeline, we converged on a direction quickly: a screen pet. Behavior change is driven by relationship and emotion, not information. Duolingo's streak mechanic works not because you love verb conjugation, but because you feel accountable to the owl. A virtual creature whose mood visibly reflects your phone habits creates exactly that emotional feedback loop. When sLime looks distressed, you feel it. A nudge asks for compliance; a relationship earns it.

The pet framing also recast the entire ask. Screen-time blockers cast the phone as an adversary. With sLime, the reframe is: your pet misses you when you're lost in a scroll, and thrives when you come back to the real world. The goal shifts from less phone time to more intentional phone time, and the pet embodies that distinction.

With the concept locked, our whiteboard sessions turned to the harder question: what should the pet actually do?

Whiteboard session mapping out the concept
Information architecture and feature mapping

We mapped out a range of intervention options: the pet physically walking across your screen mid-scroll, a running count of videos watched surfaced as a mindfulness nudge, batch notifications delivered at set intervals, haptic feedback through a wearable, auto-opening a grounding activity while nudging the current app aside, and a reward loop where completing off-screen activities earned credits to feed the pet. Some stayed; some didn't make the cut.

What stayed were the interventions that felt inviting rather than coercive, things the user could respond to on their own terms. What we cut were the more aggressive mechanics, like auto-closing apps or hard overlays, because every friend we'd talked to had a story about disabling exactly that kind of feature within days of turning it on.

We then mapped out the full information architecture: how the home screen, overlay system, non-screen time report, customization settings, onboarding, and reward system would all connect around the pet.

One constraint we hit directly was iOS's restriction on third-party overlays across other apps. Having the pet walk across your TikTok feed mid-scroll, our most evocative intervention concept, runs into platform-level sandboxing that makes true cross-app overlays unavailable to most developers. We didn't want to design around a technical fiction. The near-term workaround is scoping the overlay to sLime's own in-app experience; but the more interesting path we identified is the Dynamic Island. On supported iPhones, the Dynamic Island is a persistent, system-sanctioned surface that lives above any app, exactly the kind of ambient presence sLime needs to tap you on the shoulder without taking over your screen. A pet that quietly pulses in the Dynamic Island when your scroll patterns spike, then expands with a prompt when things escalate, stays non-intrusive while remaining visible. That's the direction we'd pursue in a next iteration.

The Solution

Reflection

Naming is design work

Coining "attention proprioception" started as conceptual framing — but it became the anchor that kept every feature decision grounded. Every time we debated a new addition, we could ask: does this actually track or restore attention proprioception? That single question eliminated a lot of scope creep.

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Restraint is a skill I had to practice.

We had a long list of features we wanted — social comparison, haptic feedback, audio grounding, a focus mode. I kept asking: does adding this make the core experience better, or just more? The pet loop is simple and emotionally legible. That simplicity came from repeated cuts, not from starting small.

2

Emotion drives behavior more reliably than information

The gap between knowing and feeling is where most wellness tools fail. Designing for that gap — rather than around it — is what sLime taught me to look for first.

3

AI-assisted prototyping demands even more intentionality

Figma Make made generating easy and deciding hard. When the cost of making something drops, the cost of thinking clearly about what to make goes up.

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