Dedoom!

Challenge your friends and stop wasting time

Cover image of Dedoom Project

Group project: Albanese Marta, Bertolotto Gilberto, Calzavara Camilla, Gatto Giovanni, Grosso Giacomo, Lippi Sara

Period: March 2025 - July 2025
Client:--

The brief

The project involved identifying a specific user category to assess the technological impact on digital well-being. Following a need-finding exercise, conducted through questionnaires and interviews, the goal was to develop a digital solution capable of concretely improving the well-being of the users involved, addressing the needs that emerged by the research.

The goal

The search for a broad audience, highly exposed to technology, led to the selection of the 12 to 17 year-old age group. This target audience is particularly suited to those who are interacting with digital devices for the first time and make extensive use of them for content sharing and socializing. The goal was creating an application that aims to encourage users to re-establish a balance between the digital world and real life, through practical tools, inspirational content, and an interactive experience structured around the concept of personal challenge and collective well-being.

The solution

This is how Dedoom! was born, an application that doesn't want to demonize social media, but rather offers a space where you can freely choose how to spend your time, and every minute regained from digital addiction represents a small personal growth.

The name Dedoom! comes from the concept of doomscrolling, the act of compulsively spending excessive time online, consuming negative and distressing information. The prefix De- serves to negate this concept, demonstrating how this app can be a valid method to fight this problem.

Dedoom characters animated image

The app's interface is distinguished by a lively and playful graphic style with bright colors and amusing characters. The goal is to convey joy and motivation, transforming the fight against digital addiction into a light-hearted and engaging experience, lived by the user as if it were a game. This stems from the desire to offer young people a new way to develop awareness and self-regulation in their use of digital technology: learning while having fun.

The core of the app is the path. It changes depending on the season and time of year and it helps users track their progress and challenge their friends through effective, motivating, and mutual encouragement.

Application usage mockup

The weekly goal is to reach 700 points, but climbing to the top of the leaderboard requires real dedication, through both individual challenges and challenges with friends.

Application path page and ranking page

A distinctive aspect of the app is the section dedicated to advice and inspiration. Each week, users can scroll through a series of text cards offering reflections, wellness practices, mindfulness experiments, offline activities, and scientific insights. The idea is that time taken away from scrolling shouldn't be wasted, but can be transformed into something meaningful and regenerating.

Tips and Info Cards page
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