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Dentsu Creative Challenge · 2nd place of 40 teams

Orange Hour

Spanish teenagers spend 8 hours 39 minutes a day on screens. Orange Hour is an app that helps them take one hour back, using habit science instead of shame or restriction.

Result
2nd of 40 teams
Brief
Dentsu Creative Iberia × Universidad Europea
My role
Built the app, led research and planning
Team
With Aleksander Andresson
Open the live prototype →
Orange Hour home screenOrange Hour app screenOrange Hour app screenOrange Hour app screen

The problem

8h 39mdaily screen time, Spanish teens
144×phone checks a day
273push notifications a day
1 hourwhat we asked them to take back

Most talk about teen screen time is about discipline and restriction, and it doesn't work. Apps are engineered to be compulsive, so this is a design problem rather than a willpower problem. We set out to answer it with better design.

The research

We ran two surveys: 13 young people aged 14 to 22, and 31 professors. Teachers overestimated how aware students were and underestimated social pressure. Students weren't unaware. They were resigned: they knew the hours were too high and saw no alternative their friends would accept.

  1. Social norms drive usage more than addiction

    Teens stayed online because disconnecting felt socially risky.

  2. Restriction creates backlash

    Students whose parents controlled their phone time showed more anxiety around their devices, not less usage.

  3. Both groups preferred rewards

    Positive mechanics beat restriction, monitoring or shame.

  4. Doing it together lowers the cost

    When screen-free time is shared, the social cost of disconnecting drops.

The idea

We used the four laws of behavior change from Atomic Habits as the design criteria for every feature. Each Sunday at 18:00, United Orange Hour disconnects everyone together, so nobody misses out.

  1. Make it obvious: Daily Prompt

    One specific invitation at the same time each day to start your Orange Hour.

  2. Make it attractive: Impact Coins

    1 coin per offline minute, up to 60 a session, redeemable for rewards through brand partners.

  3. Make it easy: Break Glass

    One tap ends a session, with no penalty. Removing the shame of stopping makes people willing to start.

  4. Make it satisfying: Streak Multipliers

    Consecutive days build compounding rewards, so the habit reinforces itself.

Getting it noticed

  1. Paid

    Targeted YouTube, Instagram and TikTok ads built around the pause before you open an app.

  2. Owned

    Push notifications written as invitations rather than reminders, plus partner brand channels.

  3. Earned

    The Sunday session creates something to share afterwards: "This Sunday I did Orange Hour."

Building it changed the strategy

The prototype covers the dashboard, coins, streaks and the United Orange Hour screen. Seeing it work taught us something the slides could not: rewards felt abstract until the coins appeared on a redemption screen with real brand logos.

Open the live prototype →

What I took from it

The second survey made the project. Without the professors, we would have solved a problem young people have. With them, we found the tension between two generations. I also learned that the strongest design decisions remove friction from the behavior you want, rather than adding motivation. Break Glass looks like a concession, and it is the feature that makes the rest work.

Next projectThe North Face →