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QuitAddict
By
Kave, Shashwat, Tom M. and Adam H.
9-2 Computing
QuitAddict is an app designed to help older
children and young teenagers to cut down
on the amount of time they spend on their
electrical devices.
QuitAddict Elevator Pitch
Who for, What for, When for, Where for, Why for
The situation that we are trying to address here is
when children mostly of the age of 12-18 are addicted
to the their game console or their phone screens. The
aim of our app is to get the children to get active and
reduce the net total time that they are playing on a
console.
Problem
QuitAddict: our app aim is to help
children and teens to cut down the time
that they spend on their devices.
Especially on their game consoles. We
have come to this as many children
suffer from this problem and it is a
major problem for parents according to
our survey results.
From the 119 people that completed our survey, 62 people cited the efficiency as the most important
part of the app. 28 people said that the most important part of the app was the flexibility of the
Progress Tracker, allowing users to input data easily and efficently.
User Profiles
How can our app help you?
The question we are trying to address here
is “How can I cut down on screen time?”.
The answer? An insight into their addiction,
a flexible progress tracker and a list of fun
activities that the user can do outdoors. As
well as this, we give the user an easy input
format for the amount of time they spend
on their electrical devices each day.
Does our app solve a real world problem?
Many surveys have been conducted in recent years. One survey shows
that over 10% of children under the age of 18 in China have suffered
from or will suffer from video game addiction. As well as this, many
people who are going through a personal struggle will be more likely to
try to escape from the reality of their problems and spend more time
in the world of the internet.
We began by searching the three leading app
stores (Google Play, Apple and Amazon) we found
no apps that specialized in helping people to
solve video game addiction. The closest app to
ours was an app that claimed it was capable of
solving any addiction. However, it received a
mediocre rating of 3.6 on the Google Play store,
with many people complaining about the
restrictions with the progress tracker. We aim to
capitalize on this by creating a tracker which
allows flexibility for the amount of data the user
puts in.
Research
We started by trying to appeal to people who are
suffering from multiple addictions, but decided to
scrap this idea on the basis that it would be difficult,
seeing as none of us have ever suffered from any
addictions ourselves. We settled on focusing on video
game addiction, simply because many people our age
suffer from this. We also decided to scrap some ideas
such as activities to do outdoors, seeing as many of
the ideas wouldn’t technically be ours.
Errors and Removed Content
Marketing Strategy
Our marketing strategy focuses on attracting
the target market in the fastest time possible.
We will use such social networks like Facebook,
Twitter, Instagram and more to get the
message out to as many people as possible. We
will also use our website to advertise our app
as well.
Marketing Strategy
Our marketing strategy focuses on attracting
the target market in the fastest time possible.
We will use such social networks like Facebook,
Twitter, Instagram and more to get the
message out to as many people as possible. We
will also use our website to advertise our app
as well.
Key Wireframes -1/3-
Key Wireframes -2/3-
Key Wireframes -3/3-
App Design Mock-up
[Website]
We have a website, the URL is:
quitaddict.wix.com/quitaddict

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9.2 Group 1 Apps for Good Competition Entry 2015

  • 1. QuitAddict By Kave, Shashwat, Tom M. and Adam H. 9-2 Computing
  • 2. QuitAddict is an app designed to help older children and young teenagers to cut down on the amount of time they spend on their electrical devices. QuitAddict Elevator Pitch
  • 3. Who for, What for, When for, Where for, Why for The situation that we are trying to address here is when children mostly of the age of 12-18 are addicted to the their game console or their phone screens. The aim of our app is to get the children to get active and reduce the net total time that they are playing on a console.
  • 4. Problem QuitAddict: our app aim is to help children and teens to cut down the time that they spend on their devices. Especially on their game consoles. We have come to this as many children suffer from this problem and it is a major problem for parents according to our survey results.
  • 5. From the 119 people that completed our survey, 62 people cited the efficiency as the most important part of the app. 28 people said that the most important part of the app was the flexibility of the Progress Tracker, allowing users to input data easily and efficently. User Profiles
  • 6. How can our app help you? The question we are trying to address here is “How can I cut down on screen time?”. The answer? An insight into their addiction, a flexible progress tracker and a list of fun activities that the user can do outdoors. As well as this, we give the user an easy input format for the amount of time they spend on their electrical devices each day.
  • 7. Does our app solve a real world problem? Many surveys have been conducted in recent years. One survey shows that over 10% of children under the age of 18 in China have suffered from or will suffer from video game addiction. As well as this, many people who are going through a personal struggle will be more likely to try to escape from the reality of their problems and spend more time in the world of the internet.
  • 8. We began by searching the three leading app stores (Google Play, Apple and Amazon) we found no apps that specialized in helping people to solve video game addiction. The closest app to ours was an app that claimed it was capable of solving any addiction. However, it received a mediocre rating of 3.6 on the Google Play store, with many people complaining about the restrictions with the progress tracker. We aim to capitalize on this by creating a tracker which allows flexibility for the amount of data the user puts in. Research
  • 9. We started by trying to appeal to people who are suffering from multiple addictions, but decided to scrap this idea on the basis that it would be difficult, seeing as none of us have ever suffered from any addictions ourselves. We settled on focusing on video game addiction, simply because many people our age suffer from this. We also decided to scrap some ideas such as activities to do outdoors, seeing as many of the ideas wouldn’t technically be ours. Errors and Removed Content
  • 10. Marketing Strategy Our marketing strategy focuses on attracting the target market in the fastest time possible. We will use such social networks like Facebook, Twitter, Instagram and more to get the message out to as many people as possible. We will also use our website to advertise our app as well.
  • 11. Marketing Strategy Our marketing strategy focuses on attracting the target market in the fastest time possible. We will use such social networks like Facebook, Twitter, Instagram and more to get the message out to as many people as possible. We will also use our website to advertise our app as well.
  • 15. App Design Mock-up [Website] We have a website, the URL is: quitaddict.wix.com/quitaddict

Notes de l'éditeur

  1. 69
  2. Use your key insights statements from your findings during Scoping to provide evidence that your app is solving a genuine problem in a different way for users.69 ios Examples: Buzzer Buddiez: you wake up to hit snooze/ switch off the alarm, but don’t get up. Friends and family i.e. social pressure can help to push you to actually get out of bed. Transit: parent- teacher conferences are not open-ended conversations. You can map the key areas of negative feedback around attendance, behaviour, results etc. to bridge the conversation between parents and teachers. Oyster on the Go: Oyster travel data can already be accessed online, the key trick is to make it easily accessible on the go. Cattle Manager: You can keep a simple record of your actions on your phone
  3. Summarise what you have learnt about data, content and technical feasibility. This is crucial, if your product relies heavily on any of these areas. If your product does not rely on them heavily, please explain why. This will show that your team has really understood feasibility well.