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PhoneDojo

Your phone was designed by people whose job is to keep you on it. PhoneDojo flips that: answer ten honest questions from memory (nothing is tracked, nothing leaves your device), see the design patterns pulling at your attention, and get a short redesign plan built on three rules — Calm (cut the interruptions), Minutes (make time visible and chosen), Wall (put a boundary between you and the feed). Print the one-week card, try it, keep what works. No score, no lecture. Ages 15-18.

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Built for sittings of about 25 minutes on the screen. That is our design budget, not a measurement.

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Live SEL / self-management (CASEL) - plan, try and evaluate strategies to manage attention and habits Media literacy - identify persuasive design patterns (notifications, infinite scroll, variable rewards) that act on attention Hero color: #3c4f8f
Engagement: Modes pending

Characters who teach

Meet the cast

PhoneDojo's levers each embody one /method law for redesigning attention - the crew IS the redesign. Hushlock (Calm) turns off every ping that isn't a real person. Clockface (Minutes) makes phone time visible and chosen - a timer before a feed, a guess before you check. Doorframe (Wall) puts a boundary between you and the feed - a room, a screen, an hour. Mentor Ownwell owns the phone, not the other way round, and never lectures: it asks what you noticed. For ages 15-18; nothing tracked, nothing leaves the device.

H

Hushlock

(The Calm lever) - turns off every notification that isn't from a real person

C

Clockface

(The Minutes lever) - makes time visible and chosen: a timer before a feed, a guess before you check

D

Doorframe

(The Wall lever) - puts a boundary between you and the feed: charge outside the bedroom, feeds off the first screen

O

Ownwell

owns the phone, not the other way round; never lectures, asks what you noticed

What's distributed-narrative methodology? →

What's inside

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Learning goal

Your phone was designed by people whose job is to keep you on it. PhoneDojo flips that: answer ten honest questions from memory (nothing is tracked, nothing leaves your device), see the design patterns pulling at your attention, and get a short redesign plan built on three rules — Calm (cut the interruptions), Minutes (make time visible and chosen), Wall (put a boundary between you and the feed). Print the one-week card, try it, keep what works. No score, no lecture. Ages 15-18.

Mentored by Ownwell — no data leaves the device.

How PhoneDojo handles your kid's data

  • ✅ All progress, settings, and AI-generated content stays on the device
  • ✅ No analytics, no tracking, no third-party SDKs
  • ✅ Free — no ads, no in-app purchases
  • ✅ No personal information collected from children — in line with COPPA (updated by the 2026 FTC amendments)
  • ✅ No chat with strangers — play-together rooms use a short code and preset emotes, never typed messages

Full parent privacy guide →

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