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Designing friction instead of blocking: what I learned building a screen-time app

devto 2026-10-18 원문 보기 ↗


ChoiceField — stop scrolling without locking yourself out. iOS 17+, free to start. QR: App Store (US)

App Store: https://apps.apple.com/us/app/id6769946195

The problem with every blocker I tried

I've tried the usual stuff on my own phone: hard limits, one-tap locks, deleting apps. They all fail the same way. The block is absolute, so the fix is absolute too — you flip the switch off, and you're back to zero. Every attempt resets to the same starting line.

My wife had the same pattern, worse: down at eleven, still awake at two, half of it short video and half of it shopping. So instead of another lock, I tried the opposite: keep access, add a small pause.

Three rules we committed to

  1. Never make it impossible. If the user can't get back in, they'll remove the app — and then there's no signal left to work with.
  2. Make the exit visible. Every bypass is counted and shown back to you. Hiding friction removes the feedback loop that changes behaviour.
  3. Never go around the system. No MDM profiles, no fake network tricks. Use the platform's own Screen Time stack.

What that looks like on iOS

Under the hood it's the Screen Time APIs (Family Controls authorization, DeviceActivity for monitoring, ManagedSettings for shields). The interesting part isn't the API calls — it's the choices on top of them:

Per-app daily allowance, set once

Setting a daily plan

What changed, measured

Before: phone in hand until 2am, screen time after midnight ~50 minutes. After six weeks: down to about 20 minutes, and the useful part — it didn't feel like a fight. The unlock count went from 5–6 a night to 0–1.

Reviewing the week

If you want to try it

ChoiceField is free to start on iOS 17+. No account, everything on-device.

https://apps.apple.com/us/app/id6769946195

If you're building something similar and want to compare notes on the Screen Time APIs — especially the entitlement review process — happy to share what we hit.