▮ STUDY · FOCUS · ACCOUNTABILITY
Locus_

Focus, earned — not surveilled.

A private, friend-group study app that recreates the quiet accountability of a library. On-device AI confirms you're actually locked in — and nothing ever leaves your laptop.

Designed by Vish · Jay · Shea
INFO 360 B — Interaction Design · Team 13 · Final Web Portfolio
❯ 01 THE PROBLEM

Fragmented focus is a modern crisis.

A student sits down to study, opens their laptop, and an hour later the page is still blank. Short-form video and endless feeds are engineered to fracture attention — and the apps meant to fight back don't work.

Every person deserves to focus when they want to and step away from their devices when they need to. Modern technology makes that genuinely hard: addictive short-form content and infinite scroll are designed to capture attention, and people lose real hours of their lives to it. Reclaiming that cognitive sovereignty — the ability to decide where your own attention goes — is the heart of the problem we set out to solve.

From broad symptom to a designable problem

We narrowed a sprawling issue down to something a team could actually design for:

Broad

Procrastination and distraction when it's time to focus — fragmented attention from phones and feeds.

Narrower

Difficulty with self-control, and a lack of awareness in the moment while doomscrolling.

Specific

Existing app limits are too easy to bypass — they're rigid and never understand real intent.

The gap

How do you verify someone is actually focused, and how much oversight will users actually accept?

Who experiences it

The direct stakeholders are students and student friend groups; indirect stakeholders include the roommates who share their study space, universities, and platform providers. We built two personas from our research to keep both in view.

J
PERSONA A · DIRECT

Jacob, 20

Sophomore who studies with friends but gets pulled into social media and messaging.
Goals
  • Build a consistent weekly study routine and see progress over time
  • Stay accountable with friends without it feeling like surveillance
Pain points
  • Keeps getting distracted; feels unmotivated studying alone
  • Gets discouraged when stuck at the bottom of a leaderboard
A
PERSONA B · INDIRECT

Alex, 21

Roommate who shares a space with a Locus user and may be nearby during recorded sessions.
Goals
  • Avoid being recorded without consent; keep privacy in a shared room
Pain points
  • Doesn't know when recording is happening
  • Worries private conversations or belongings get captured
What the problem feels like

To stay close to the emotional reality, we mapped what a struggling student says, thinks, does, and feels. The "feels" quadrant shaped Locus the most — our goal is accountability that never tips into shame.

SAYS

"I don't want an app spying on me." · "I'd rather rely on my own discipline." · Recording in public feels uncomfortable.

THINKS

Cloud access to my messages would be a privacy breach. · I'm stressed by the competition, but I still want to keep up. · I'd be embarrassed if friends saw me being unproductive.

DOES

Puts headphones in, gets a drink, lays out materials — then scrolls TikTok anyway. · Keeps a to-do list. · Plays music to lock in.

FEELS

Ashamed, guilty, and anxious at the bottom of a leaderboard. Pressured and vulnerable — what our notes literally labeled "leaderboard: sad."

Why existing solutions fall short

We studied five tools students already use. Each gets one piece right and misses the combination Locus needs.

Existing toolWhat it does wellWhy it falls short
ForestSimple, satisfying gamification; a clear visual reward for staying off your phone.Individual only; no real social competition, and never verifies that you actually studied.
Pomodoro appsFamiliar and practical for planning time and tasks.Weak social pressure — you can start a timer and still get completely distracted.
YeolpumtaSubject tracking and real-time friend ranking; very close to our idea.Study time is still self-reported — no proof of focus, recap, or verified productivity.
StudyStreamCamera-on accountability that makes studying feel social.Mostly public and stranger-based; feels awkward, not a private friend competition.
Study TogetherLow-barrier virtual rooms with a sense of community.Not competitive and doesn't verify whether anyone is actually being productive.

The gap is the intersection: no tool combines verified focus, private friend-group accountability, and a privacy-first architecture. Closing that gap is what Locus is for.

This is an adaptive challenge, not a technical one. App blockers already exist, yet they fall short because the real problem is behavioral — the habit of doomscrolling itself. A purely technical limit can't read whether a person is actually being productive; doing that well requires genuinely understanding intent, and that understanding is different for every person. A clean, off-the-shelf solution doesn't exist, which is exactly why the problem is worth solving.

❯ 02 RESEARCH & INSIGHTS

We let students tell us where the line is.

Recording someone while they study is a strong move. Before designing it, we needed to know what students would actually accept — so privacy was the lens for all of our research.

How we gathered evidence

We ran a Google Form survey with 10+ INFO 360 peers covering study rituals, distraction triggers, leaderboard reactions, and hard privacy boundaries around camera and screen analysis. We organized the responses into an affinity map, ran a competitive analysis of five study apps, and grounded our decisions in a literature review of 12 sources on gamification, habit change, time-lapse reflection, and the privacy of monitoring technology.

Four themes shaped everything that followed

🔒 Privacy is a hard line

Students will use productivity tools, but they have non-negotiable dealbreakers: local processing only, no cloud storage, and absolutely no AI access to private messages or photo libraries. Comfort rose only when video stayed visible to close friends.

⚖️ Accountability vs. anxiety

Peer presence is a double-edged sword. It motivates, but leaderboards also produce shame, pressure, and anxiety at the bottom, and public rooms feel awkward. Friends "yapping" was a top cause of lost productivity.

🎯 Focus is a ritual

Studying isn't just opening a book — it's a routine of drinks, music, and clearing the desk, broken by specific triggers like notifications. Literature pointed to time-lapse review as a strong tool for self-reflection.

🎮 Game vs. discipline

Users split: some want game-like rewards, others want to rely on internal discipline and "lock in." The takeaway — competitive stakes must be optional, and rewards should celebrate progress, not punish failure.

These themes became direct design opportunities: build an AI that reads academic vs. non-academic activity locally and reports only a focus status; create friends-only rooms that feel like a library; use video for reflection rather than raw points; and add a short prep ritual before each session. The next two sections show what we built and why.

❯ 03 THE DESIGN SOLUTION

Locus: a private study room with a quiet, honest AI.

Locus recreates the "quiet accountability" of a physical library — you're present and visible to your friends, but no one is watching the content of your screen. On-device AI confirms focus, a shared score keeps the room locked in, and optional stakes add a gentle nudge.

Core concept

You record a time-lapse of yourself while you study. Each focused minute adds to your study time on a private, friend-group leaderboard. Local AI watches your camera and screen to confirm you're on task — and because it runs entirely on your device, no video, screen, or biometric data ever leaves your laptop. At the end of the week, the leaderboard, optional wager, and optional punishment reset, so a bad week never sinks you.

How a user moves through it

The flow stays short and recognizable: onboarding introduces the app and its privacy model, you create or join a group with a code, and the dashboard becomes home base. From there a single tap starts a session.

User flow chart for Locus showing onboarding, dashboard, group creation, study session, and session report paths
Figure 1 — User flow. Three onboarding screens lead to the dashboard, which branches into group setup, wager and punishment editing, solo/team views, and the core session loop: start → record → pause/resume → end → session report → make video private.
From paper to pixels

We started with low-fidelity paper prototypes to test the structure before committing to visuals. The red annotations are our own testing notes — combining the group header, moving the leaderboard, and reconsidering the wager controls.

Low-fidelity paper prototype screens with handwritten annotations
Figure 2 — Low-fidelity prototype. Paper screens for onboarding, join/create, the group dashboard, the live session, and the session report, marked up with the changes that fed our high-fidelity design.

The high-fidelity prototype carries an "academic + playful" identity — clean blue and cream surfaces with a dot-matrix display font that nods to a focus timer. Onboarding now states the privacy model up front, and the dashboard leads with a dominant Start Study button.

High-fidelity screens: About Us, Study Together, Study Solo, dashboard, session report, group settings
Figure 3 — High-fidelity screens. Onboarding (About Us, Study Together, Study Solo), the group dashboard with leaderboard and optional wager/punishment, the session report, and group settings.
Recording screen in active and paused states showing time, focus score, camera and screen feeds
Figure 4 — Live session. The recording screen shows time, live focus score, and both feeds, with a persistent "processed locally" line. Pausing swaps the primary action to Resume Study and visibly changes state.
The design, organized by focus

Locus rests on one foundation and two primary engines, with optional stakes layered on top. Everything is built so the pressure to focus stays social and honest — never punitive, never invasive.

The foundation — on-device focus AI. A local camera and screen feed analyzes behavior (looking away, phone use, off-task tabs) entirely on your device. Nothing is uploaded. This is what makes every signal below verified rather than self-reported — the honest engine the rest of the product depends on.

PRIMARY

Peer pressure

The motivational core — the quiet, ambient accountability of studying beside people you actually know.

1

Collective focus score

Individual focus data syncs into one shared, real-time team score. To protect the group's standing, everyone keeps each other locked in — which quietly discourages the "yapping" that derails group study.

2

Friends-only study rooms

Rooms are limited to close friends, recreating the present-but-quiet feeling of a library table instead of a room full of strangers.

3

Weekly video collage

At week's end the group gets a shared time-lapse of everyone's sessions — presence and shared memory without anyone watching live.

4

Privacy controls

Videos are friends-only by default, can be made private after a session, and background blur protects roommates and shared spaces — so the pressure never feels like surveillance.

PRIMARY

Gamification

The engagement layer that turns focus into visible, rewarding progress — tuned so it never shames anyone.

5

Weekly leaderboard

A private leaderboard ranks verified study time among friends and resets every week, so a single rough week never sinks you.

6

Per-session focus score

Each session ends with a focus score and a distraction summary, turning monitoring into reflection rather than judgment.

7

Comeback boosts

Boosts reward sustained focus and give a lift to anyone climbing back from a low score, so falling behind is never hopeless.

8

Session report + distraction timeline

A post-session report shows minutes, focus score, leaderboard change, and the exact moments the AI flagged — context, not just a number.

SECONDARY

Wager & punishment

Optional stakes for friend groups who want a sharper edge — never required, and designed to fail gracefully.

9

Optional wager

Friends can put money on the week (winner takes all). Anyone uneasy about losing cash can route a lost wager to their chosen charity instead.

10

Optional punishment

Groups can set a light-hearted punishment for the week's loser — "buys boba," say — kept opt-in so stakes never turn into pressure no one signed up for.

How this solves the problem

Peer pressure restores the library presence that solo apps and blockers lack. Gamification supplies the motivation timers can't, while comeback boosts and a weekly reset defuse the shame that sinks ordinary leaderboards. The on-device AI verifies the focus that timers only assume — and because it runs locally, it removes the surveillance anxiety that makes camera-on apps feel invasive. The optional wager serves students who want real stakes without forcing them on anyone else. Each pillar answers a specific failure we found in the tools students already use.

Full set of eight high-fidelity Locus screens
Figure 5 — The full high-fidelity set. Onboarding through session report, dashboard, group settings, and the active/paused recording states.
❯ 03.5 STORYBOARD

One student's path from blank page to locked in.

Our storyboard follows the classic six-beat arc — context, the first obstacle, the product, the turning point, the payoff.

Context

Jay has been at the library six hours and gotten nothing done. Fragmented focus is a modern crisis, and the apps on the market don't fix it.

The first "but"

Studying with friends helps — but being watched feels worse, and his phone wins. An hour's gone, the page still blank.

Product intro

A friend sends an invite: "We're all on Locus — join!" Jay pulls up the app.

The magic

"On-device AI — nothing leaves your laptop. Friends only." On-device only? Jay's in.

And then

A gentle nudge and a shared focus score keep the room locked in. Same time tomorrow.

The payoff

He climbs the leaderboard. Focus earned, not surveilled.

Mood board: library photo, header/primary/stylistic fonts, blue and cream and green color palette
Figure 6 — Visual identity. "Library vibes," academic and modern with a playful edge. A clean header face, a readable primary face, and a dot-matrix stylistic font over a blue, cream, and lime palette.
❯ 04 DESIGN RATIONALE

Three motivational ideas, each chosen on purpose.

Locus stands on three ideas — peer pressure and gamification at its core, with wagers as an optional edge. Each one below says why we chose it over the alternatives, how our research shaped it, and the trade-off we accepted.

PRIMARY

Why peer pressure

INSIGHT

Peer presence is the strongest motivator students named — but public, stranger-based rooms feel awkward, "yapping" derails group study, and solo leaderboards shame whoever's at the bottom.

DECISION

Friends-only rooms with a single collective focus score, so the whole room shares one standing. On-device AI verifies focus so the pressure stays honest, and a persistent "processed locally" line keeps it from feeling like surveillance.

WHY BETTER

StudyStream's public rooms feel invasive; self-reported timers like Yeolpumta can't create real accountability, because no one can tell whether you're actually working.

RESEARCH

Survey comfort rose sharply when video stayed friends-only; monitoring is only acceptable with strong privacy controls (Terpstra et al., 2023); time-lapse review aids self-reflection (Hu & Lee, 2024).

TRADE-OFF

On-device AI is harder to build and may be less accurate than a cloud model — we accepted that to keep users' trust.

PRIMARY

Why gamification

INSIGHT

Game mechanics motivate, but they can backfire — people who fall behind disengage or feel ashamed — and our users split between wanting a game and wanting pure discipline.

DECISION

A weekly leaderboard ranked by verified study time, a per-session focus score, and comeback boosts that lift low scorers. We reward success and never punish failure, and the board resets weekly.

WHY BETTER

Pomodoro timers and Forest gamify in isolation; tying progress to a friend group makes it social, and the comeback mechanic keeps it from becoming a race no one can win.

RESEARCH

Effective leaderboards reward success over punishing failure (Park & Kim, 2021) and lift engagement when tied to meaningful progress (Cigdem et al., 2024); poorly tuned gamification can lower motivation (Hanus & Fox, 2015); more logged hours don't equal better learning (Balci et al., 2022).

TRADE-OFF

Ranking by time can over-reward hours instead of learning quality — a limitation we name openly and plan to address with study-type weighting.

SECONDARY

Why wager & punishment stay optional

INSIGHT

Some students told us money on the line would genuinely push them; others reject stakes entirely. And the moment a wager exists, every gap in the AI becomes a reason to distrust the whole system.

DECISION

Wagers and punishments are fully opt-in, with a charity option for lost wagers. Before any payout, the AI must be explainable: info icons, a calm "Safe Pause," a Suspicion-Flags clip timeline, and a peer-review step where money only moves once more than half the group agrees.

WHY BETTER

Making stakes the core would alienate discipline-driven users and demand a flawless AI; as an optional edge with an appeal process, stakes add motivation without becoming a fairness liability.

RESEARCH

User Test #2 (Group 12) — the wager triggered AI-accuracy skepticism and "black box" boundary questions; our survey surfaced the game-vs-discipline split first-hand.

TRADE-OFF

Keeping stakes optional means the single strongest motivator isn't always switched on — accepted to protect trust and serve both kinds of user.

❯ 05 EVALUATION

We tested the idea before we polished it.

Using a low-fidelity paper prototype, we ran two rounds of task-based usability testing with a think-aloud protocol, plus a full heuristic evaluation against Nielsen's ten principles.

Round 1 · Expert test with our TA, Jade Li

Jade completed the core path on paper: create a group, join an existing group, start a live session, pause it, and end it.

What worked

  • The premise — a "focus AI and distraction analyzer" — was understood instantly, with no heavy onboarding.
  • She completed the full focus loop (start, pause, end) on the wireframes without getting stuck.

Where it broke

  • She skipped the intro screens and never realized the AI runs locally — a transparency failure.
  • On the join/create screen she couldn't anticipate what page would load next.

What we learned: high-stakes parameters like privacy can't live on a screen users skip — they must be permanently, subtly reinforced in the main UI. Structural transitions also need immediate visual feedback (hover states, micro-copy) to steady a user's mental map.

Round 2 · Peer test with Group 12

A second team navigated to a group dashboard, then explained what each feature did and critiqued the tracking logic.

What worked

  • No navigation breakdowns — the button and dashboard layouts read as intuitive.
  • They called the core concept "bright, refreshing, and engaging."

Where it broke

  • The wager raised skepticism about AI accuracy.
  • Boundary questions surfaced: "If I'm working on paper, how does it know?" "Basketball chat vs. an audio lecture?" "What stops me hiding my phone behind the monitor?"

What we learned: introducing a competitive wager shifts expectations from casual utility to strict accountability. The AI doesn't need to be infallible, but its trackable actions and limits must be explicit before anyone joins a wager pool.

Heuristic evaluation — strengths and the fixes they pointed to

We audited the prototype against all ten heuristics. The interface was strongest on visibility, real-world match, and minimalist design; the fixes clustered around the wager, the pause state, and AI transparency.

Visibility of system status — strong

The recording screen shows a red dot, live time, and focus %; pausing swaps to "Resume." Fix: add a clear "Safe Pause active — tracking paused" message so breaks never feel penalized.

Match with the real world — strong

"Study Together," "Focus Score," and "Session Report" fit the study context. Fix: a one-line explainer for "Winner's Prize," "Loser's Punishment," and "Focus Boost."

User control & freedom — strong

Users choose solo or group, pause/resume, end, and make videos private. Fix: add a confirmation before ending a session or joining a wager.

Consistency & standards — needs care

The visual style is consistent, but green marks many different actions. Fix: reserve green for safe/primary actions and keep "End Study" visually distinct.

Error prevention — needs work

Tutorials help, but the wager is risky to enter blind. Fix: a short confirmation screen explaining wager rules in plain language.

Recognition over recall — strong

Main actions are all visible. Fix: tooltip icons for "Secure AI," "Focus Score," and wager terms, plus an always-available help button.

Flexibility & efficiency — strong

Solo and group modes both supported. Fix: shortcuts like "Repeat last session" or "Quick start" for frequent users.

Aesthetic & minimalist design — strong

Clean, scannable screens. Fix: sharpen hierarchy so "Start Study" is clearly the dominant action.

Recover from errors — needs work

The session report summarizes distractions, but a flagged moment can feel unfair. Fix: a "Suspicion Flags" clip timeline plus a peer-review appeal before results lock.

Help & documentation — needs work

A "Secure AI" message builds trust. Fix: explain what "locally processed" actually means and how sharing works.

What changed because of it

Across the TA test, peer test, and heuristic evaluation, one message was clear: people grasped the concept, but the rules needed to be clearer. In response we reorganized crowded screens, added tutorial pages, made key buttons prominent, separated information into cleaner sections, and added persistent privacy language. We also specced the trust fixes that matter most under a wager — info icons, a calm Safe Pause with a countdown, a Suspicion-Flags timeline, and a required peer-review step where a payout only happens once more than half the group agrees on the result.

❯ 06 REFLECTION & LEARNING

Design turned out to be about trust, not pixels.

Working through the full arc — defining the problem, researching, brainstorming, testing, revising, and prototyping — taught us that a product lives or dies on how people interpret its rules, not on how the screens look.

"Designing a product is not only about making the interface look good — it's about trust, fairness, layout, visual priority, privacy, and how people read the rules of a system."
How our thinking changed

We started imagining an intent-verification gate that interrupts you before you open a distracting app. Research pushed us somewhere more human: social accountability with verified focus, modeled on a library rather than a lockout. Two specific beliefs flipped along the way. We assumed competitive stakes would motivate everyone — testing showed they had to be optional, since some students want to rely on discipline alone. And we assumed an intro screen could carry the privacy story — a single skipped onboarding proved it had to be persistent in the UI.

What was hard

Defining a fuzzy, adaptive problem precisely enough to design for was the first real challenge. The second was the constant tension between accountability and anxiety: the same leaderboard that motivates one person shames another. The third was making an AI feel trustworthy without over-promising — the moment a wager entered, every gap in the AI's logic became a reason to distrust the whole system.

What we'd do with more time

We'd move from interface polish into the harder engineering: the privacy pipeline around recording, screen analysis, on-device processing, and video sharing. We'd make the AI's reasoning legible, ship the flagged-distraction review tools, and make the wager system demonstrably fair. The biggest lesson is one we'll carry forward — good design comes from iterating on real feedback, and every decision is a trade-off you have to own.

❯ 07 LIMITATIONS & FUTURE PLAN

No design is perfect — here's where ours isn't.

Being honest about the edges is part of the work. These are the places Locus breaks down, the assumptions it makes, and where it should go next.

Where the design may not work
Assumptions we're making
Trade-offs we accepted
How it should evolve
REFERENCES

References

Formatted in APA. These sources informed our problem framing, gamification choices, and privacy decisions.

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