The Elements

An education-first approach to digital wellbeing for the generation most at risk

Experts have been sounding the alarm about smartphone use and its impact on young people’s mental health, but digital wellbeing tools haven’t evolved to meet the moment. As founding designer, I built The Elements around a simple but overlooked principle: sustainable change requires insight before action. expressed through a system blueprint and exploratory interface designs.

Role

Founding Designer

Category

Education, Lifestyle

Year

20'23-25

The Problem

Young people struggle to recognise and respond to hidden digital risks that influence their mental health and development.

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The Opportunity

There are clear signs this group want to improve their relationship with technology, but existing tools fail to translate intent to sustained action.

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Jump to the solution →

The Problem

Young people struggle to recognise and respond to hidden digital risks that influence their mental health and development.

What makes under-25s vulnerable?

The Opportunity

There are clear signs this group want to improve their relationship with technology, but existing tools fail to translate intent to sustained action.

Why existing tools fall short

Jump to the solution →

The Problem

Young people struggle to recognise and respond to hidden digital risks that influence their mental health and development.

What makes under-25s vulnerable?

The Opportunity

There are clear signs this group want to improve their relationship with technology, but existing tools fail to translate intent to sustained action.

Why existing tools fall short

Helps young adults make sense of their personal digital risk.

SOLUTION

HERO FEATURE

Digital Impact System

Shows how time spent with some platforms is more harmful than others.

TAXONOMY

The '3 Elements' of digital risk

A framework that makes digital harm understandable and quantifiable for young adults.

PERSONALISATION LAYER

Trait-based impact modelling

Helps users understand why their experience might differ from others.

INTERVENTION LAYER

Smart Blocker

Creates a layer of friction for accessing high-risk content when impact gets too high.

PERSONALISATION LAYER

Trait-based impact modelling

Helps users understand why their experience might differ from others.

TAXONOMY

The '3 Elements' of digital risk

An audience-friendly framework that makes digital harm understandable and quantifyable.

INTERVENTION LAYER

Smart Blocker

Creates a layer of friction for accessing high-risk content when impact gets too high.

DESIGN RATIONALE

Anatomy of a Screen

Each part of the user expeirnece was designed to balence product objectives, work cohesively in a system and deliver value/interest

SYSTEM DESIGN

A more meaningful alternative to screen time

Digital Impact accounts for the risks we're exposed to, the way we interact, and the way we respond, making it more directional and interpretable than screen time alone.

PRODUCT STRATEGY

Designed to support Behaviour Change

Most digital wellbeing tools prioritise control or engagement over understanding. By putting sense-making first, The Elements starts where the user actually is, not where it's easy to intervene.

Educates

Surfaces hidden digital risks in a way users can understand.

Motivates

Makes digital harm feel personal, relevant, and credible.

Empowers

Supports informed, low-friction change over time.

BEHAVIOURAL INSIGHT

USER APPEAL

USER VALIDATION

Strong interest from under-25s

Given the product's high-concept nature, I took to the streets with (sketeches explaining the core idea)a prototype to check that the idea+execution (concept?) resonated with users, and that the fundamentals of the model were appealing and comprehensible to my target audience.

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