Users open short-form feeds for decompression, humor, inspiration, or empty waiting moments.
Project Rewire
A TikTok-integrated extension that detects passive scrolling and redirects users toward meaningful engagement — without removing user autonomy.
What I owned
Research synthesis (10 of 22-paper lit review, affinity + journey mapping) · designed and ran 2 focus groups and 8 of 16 think-aloud sessions · connected Four Drive Theory to the avatar system · authored the non-coercive ethical framework · wrote microcopy across prompts, challenges, and onboarding · originated the Friend-Authored Challenges feature.
Sentiment improved significantly between iterations; every other measure trended positive but needs a larger N. Honest read: the concept is psychologically grounded and expert-validated — the measurement design is what needs to scale next.
Brain rot is a design problem.
Short-form platforms are engineered for engagement, not wellbeing — users lose control of their time and intentions. Unlike blockers and screen-time limits, Rewire aligns intention with behavior instead of just reducing usage.
"How might we redesign traditional gamification to foster meaningful engagement — and reduce the cognitive effects of brain rot?"
DESIGN QUESTIONFive methods. One clear picture.
Behavioral science grounding; surfaced JITAI
Mapped the gamification landscape
1:1 depth on scroll habits
Group dynamics around social media use
N=8 per round, 2 iteration rounds
~90 coded observations clustered into 5 themes. The consistent thread: users aren't failing — platforms are exploiting compulsive behavior patterns. Competitor analysis confirmed no product combines intrinsic motivation, moment-of-behavior timing (JITAI), and autonomy-preserving design.
"I know it's bad for me but I literally can't stop. I open it without even thinking."
SARA L. · PRIMARY PERSONA "THE AWARE ADDICT" · ~2.5 HRS/DAYThe synthesis work behind the concept.
The redesigned case study keeps the narrative tight, but these artifacts show how the research translated into product strategy: a journey map for the scroll loop, an affinity diagram for user needs, and a competitive analysis for the market gap.
What it feels like to lose control.
The journey map contrasts the current unintentional scroll loop with the intervention-supported path Rewire creates. The key design opportunity is the emotional gap: the moment users move from entertained to aware, guilty, and unable to exit cleanly.
The graph reframes the journey as an emotional arc: without Rewire, early reward turns into a late guilt crash; with Rewire, the threshold prompt redirects the session before self-blame becomes the dominant state.
Awareness arrives after the user has already lost time, which makes the intervention point emotionally loaded and hard to act on.
Move the intervention earlier, keep it user-controlled, and offer a meaningful next action instead of a punishment.
Five clusters. One system shaped by compulsive design.
Raw observations were grouped into five underlying requirements. The thread across clusters was consistent: users wanted social media to meet real needs, but the platform mechanics turned those needs into passive, hard-to-exit behavior.
People value shared experiences, identity cues, and the feeling of being less alone.
Users want engagement, but they also notice fatigue, anxiety, lost time, and focus depletion.
The intervention needs to match user style and self-image or it gets ignored quickly.
Visible progress helps users sustain effort, especially when the goal is additive rather than restrictive.
Learning, belonging, decompression, and self-expression are legitimate goals. The problem is the delivery mechanism.
The design has to meet users' goals and mental models, which led directly to avatar matching and customization.
Progress cues and reflective feedback keep users oriented toward intentional behavior without shame.
Seven platforms. One clear gap.
The competitive analysis mapped gamification and engagement platforms against motivation type, behavioral theory depth, personalization, timing, and autonomy. Rewire's white space is the combination of intrinsic motivation, moment-of-behavior timing, and non-coercive design.
| Platform | Model | Motivation | Timing | Autonomy | Gap surfaced |
|---|---|---|---|---|---|
| Chatter | Contribution scores | Extrinsic | Post-hoc feed | Medium | Collaboration infrastructure, not behavior change. |
| SharePoint | None native | None | None | Medium | No behavioral feedback or intentional engagement layer. |
| Packback | Curiosity score | Intrinsic | During writing | High | Strong theory fit, but locked to education contexts. |
| Bunchball Nitro | Points + badges | Extrinsic | Scheduled missions | Low | Reward loop boosts activity without changing attention habits. |
| Centrical | Adaptive narratives | Mixed | Workplace coaching | Medium | Theory depth is enterprise-focused, not consumer-facing. |
| Badgeville | Behavior platform | Extrinsic | Analytics-driven | Low | Gamifies platform behavior but does not preserve intrinsic motivation. |
| Kudos | Peer recognition | Extrinsic social | Recognition feed | High | Supports culture, not moment-of-use intervention. |
| Rewire | Adaptive JITAI | Intrinsic | Mid-session | High | Combines behavioral timing, personalization, and user-controlled friction. |
Consumer-facing behavior change grounded in theory, not enterprise productivity or education-only tooling.
Points and badges can spike engagement, but they do not resolve the passive-scroll habit loop.
Rewire intervenes during active behavior, when a gentle redirect has the most leverage.
The patterns were structural.
The value disconnect is the opportunity
Users want learning and connection but default to mindless content. The gap between stated values and behavior is where design intervenes.
Intrinsic beats extrinsic
Points and badges spike then fade. Identity-driven engagement — goals that feel personal — is what sustains change.
Intervene at the moment of behavior
Redirect, don't block; give users control. This is JITAI in practice — and no competitor does it.
A behavioral system. Not just an app.
Rewire detects prolonged scrolling, prompts through a personality-matched avatar, and redirects into one of three challenge types — all dismissible, all on the user's terms. Built on JITAI + Four Drive Theory + Community of Inquiry.
Avatar system
A short quiz maps users to a drive-aligned guide that builds identity and intrinsic motivation.
User-controlled intervention
Users set their own threshold; the prompt is always dismissible. Autonomy is the non-negotiable core.

Challenge system
Learn (trivia), Connect (message a real person), Reflect (journaling) — mapped to Community of Inquiry.

Rewire Mode
An opt-in feed of high-quality, socially valuable content — an upgrade, not a restriction.
Non-coercive. Transparent. User-controlled. Nothing is blocked, every prompt is dismissible, users set their own limits — a behavioral system, not a parental control.
What changed. And why.
Every iteration was driven by a specific failure observed in testing, not aesthetic preference.
Microcopy: from excessive to just enough
Tried → Learned → Shipped

Result: round-2 participants reported better understanding and ease with informational text.
Challenges: from gamification to genuine engagement
Tried → Learned → Shipped

Result: feedback shifted from "tasks" to "things I actually wanted to do" — the intrinsic framing working.
Avatar onboarding: from personality test to personal commitment
Tried → Learned → Shipped

Result: avatar-match scores trended toward significance (p < 0.1, large effect) and users said avatars "matched" them.
"Look, this is fun. I've literally been wanting something like this."
PARTICIPANT 17 · THINK-ALOUD · ROUND 2What moved. What didn't.
Two think-aloud rounds (N=8 each) tracked three avatar questions, SUS, and VADER sentiment.

VADER — the significant one. Sentiment improved between rounds with reduced variance.

Q3 — trending toward significance after the avatar-naming iteration (p < 0.1).
The pessimistic read
The intervention isn't strong enough, or the avatar system doesn't move usability perceptions.
The methodological read
N=8 per round is too small for the medium-to-large effects the variance reduction suggests are present — four of five measures tightened round-over-round.
My honest take
The methodological read is right. The next study needs ~30 per round, longer exposure, and behavioral outcomes — not just self-report.
Two experts. One direction.
Both agreed
- The problem is real and worth solving
- Friction matters more than persuasion — break the loop, don't lecture
- The avatar system is the strongest emotional hook
- Low psychological risk; harm-reduction framing is appropriate
Cautions raised
- Behavior change won't be universal — strongest for users who already want help
- Direct messaging needs moderation safeguards
- Extrinsic rewards should scaffold, not dominate, the intrinsic core
- Framing must stay ethically transparent about what prompts do
The screens.
Personalization — avatar customization

Threshold prompt — avatar-driven intervention

Challenges — Learn / Connect / Reflect

Learn — trivia + cognitive engagement

Insights — behavior at a glance

Reflect — self-awareness journaling
What this project taught me.
The hardest tension: changing behavior without policing it. Every added point of friction risked feeling controlling; every reduction risked no impact. The answer was to make user autonomy the non-negotiable core and let everything else be a trade-off.
Next: position Rewire as a friction-based scaffold for users who already want help, scale to N=30+ per condition over 4–6 weeks, and replace single-session self-report with behavioral measures — Stroop, memory recall, actual screen-time data.