Sidekick

A phone accessory + app that makes recovery feel socially safe for Gen Z.

🔍 Case Study

📱 Mobile App

✨ Phone Accessory

🏆 Hackathon Win

2026

4 min read

My Role

UI/UX Designer

Project Manager

Team

Abdullah Sabawun Ibrahimi

(UX Researcher)

Bianca Dimaano

(UI/UX Designer)

James Paquin

(UX Researcher)

Duration

1 Day

Tools

Figma

FigJam

Sidekick

A phone accessory + app that makes recovery feel socially safe for Gen Z.

🔍 Case Study

📱 Mobile App

✨ Phone Accessory

🏆 Hackathon Win

2026

4 min read

My Role

UI/UX Designer

Project Manager

Tools

Figma

FigJam

Team

Abdullah Sabawun Ibrahimi

(UX Researcher)

Bianca Dimaano

(UI/UX Designer)

James Paquin

(UX Researcher)

Duration

1 Day

Sidekick

A phone accessory + app that makes recovery feel socially safe for Gen Z.

🔍 Case Study

📱 Mobile App

✨ Phone Accessory

🏆 Hackathon Win

2026

4 min read

My Role

UI/UX Designer

Project Manager

Team

Abdullah Sabawun Ibrahimi

(UX Researcher)

Bianca Dimaano

(UI/UX Designer)

James Paquin

(UX Researcher)

Duration

1 Day

Tools

Figma

Figjam

Brief

Sidekick is a phone accessory + companion that helps people break out of an “always-on” state by making it easy to switch modes (Work, Break, Social, Sleep, and more) using customizable app packs and a simple tap (NFC) interaction supported by gentle reminders and lightweight logging so rest and work feels sustainable, not guilt-driven. This project won 2nd Place Award (Advanced Stream), Innovative/Creative Solution, and UXathon All Stars at UBC UX Hub UXathon 2026.

jump to final prototype

jump to final prototype

Brief

Sidekick is a phone accessory + companion that helps people break out of an “always-on” state by making it easy to switch modes (Work, Break, Social, Sleep, and more) using customizable app packs and a simple tap (NFC) interaction supported by gentle reminders and lightweight logging so rest and work feels sustainable, not guilt-driven. This project won 2nd Place Award (Advanced Stream), Innovative/Creative Solution, and UXathon All Stars at UBC UX Hub UXathon 2026.

jump to final prototype

  1. Introduction

Challenging being "always on"

Challenging being "always on"

Sidekick was created in response to a designathon prompt about recovery in an “always-on” world:

“In a world that rewards being ‘always on,’ how might we design an experience that helps people set and keep boundaries to make recovery time feel socially safe, rewarding, and easy to sustain?”

We interpreted “always on” as always doing something, even if it’s a good thing like studying, working, or gaming. The problem isn’t simply doing too much, it’s getting stuck in one maladaptive mode for too long, where switching starts to feel disruptive or easy to ignore.

2. Problem & Key Question

Problem & Key Question

Problem & Key Question

“Always on” isn’t about doing too much, it’s about staying in one maladaptive mode for too long.

Current solutions try to fix this with enforcement and metrics, turning recovery into another task. What’s missing is a gentle, socially safe way to move between focus, rest, and connection.

How might we help people move out of “always on” states in a way that feels gentle, intentional, and socially safe?

  1. Research Summary

Research Overview

Research Overview

We validated the problem with real users (n = 29). We received responses from a large sample of Gen Z users who already customize their phones (charms, cases, widgets, layouts), which inspired us to explore a solution that combines a decorative accessory with a customizable app.

92% of users feel drained when they stay in one state too long.

80%+ don’t switch states/activities simply because they lose track of time.

57.7% feel more motivated when physical + digital tools work together

Gen Z users are more likely to stick with tools that feel personal, customizable, and identity-driven.

57.7% feel more motivated when physical + digital tools work together.

Gen Z users are more likely to stick with tools that feel personal, customizable, and identity-driven.

  1. User Insights

User Persona

User Persona

User Needs

State Awareness

People fail to disengage with activities because they don’t notice the time passing and switching feels disruptive.

Make switching states effortless

Switching mode reminders must be easier than continuing activity.

Customization

Users strongly valued flexibility and customization, and it needed to be simple to create and edit.

  1. Solution

Sidekick is a NFC phone accessory + companion app designed to help people switch out of an “always-on” state by making boundaries feel easy, intentional, and sustainable. It lets users create customizable Kicks (modes) like Work, Break, Social, and Sleep, each with its own pack of allowed and blocked apps, then activate them instantly through a simple + tap interaction on the Sidekick's head, supported by gentle reminders and a lightweight activity log to reinforce healthier pacing without guilt.

👆 Tap to navigate prototype

to navigate prototype

R

to restart

Switching modes shouldn’t take willpower. Sidekick lets users jump between Work, Break, Social, Sleep, and more, each with its own customizable sets of allowed and blocked apps so their phone fits what they’re trying to do right now.

Switch Kicks to match your moment

Switch Kicks to match your moment

Switching modes shouldn’t take willpower. Sidekick lets users jump between Work, Break, Social, Sleep, and more, each with its own customizable sets of allowed and blocked apps so their phone fits what they’re trying to do right now.

Sidekick uses gentle reminders that reinforce switching gears without nagging. The accessory provides environmental cues where the head softly glows and changes colour for each Kick, iPhone's can display a quick edge-light transition in the Kick colour when modes change, and gentle notifications use supportive language to help users notice time drift and switch states before they spiral.

Lightweight reminders

Lightweight reminders

Sidekick uses gentle reminders that reinforce switching gears without nagging. The accessory provides environmental cues where the head softly glows and changes colour for each Kick, iPhone's can display a quick edge-light transition in the Kick colour when modes change, and gentle notifications use supportive language to help users notice time drift and switch states before they spiral.

Instead of stressful screen-time stats, Sidekick features a Activity Log that shows your completed Kicks and patterns over time. It’s designed to feel like proof of switching, not a productivity score, so switching modes feels rewarding and sustainable.

Progress without pressure

Progress without pressure

Instead of stressful screen-time stats, Sidekick features a Activity Log that shows your completed Kicks and patterns over time. It’s designed to feel like proof of switching, not a productivity score, so switching modes feels rewarding and sustainable.

Sidekick is also a decorative phone accessory. Users can collect different Sidekicks, adding fun and personalization users actually want to keep on their phone, not just tolerate.

Collect all the Sidekicks

Collect all the Sidekicks

Sidekick is also a decorative phone accessory. Users can collect different Sidekicks, adding fun and personalization users actually want to keep on their phone, not just tolerate.

User Journey

To better understand our user’s experience, we created a user journey map to capture what happens before, during, and after someone gets stuck in an “always on” state. The biggest breakdown we identified was time blindness as users often don’t realize how long they’ve been in one mode until they already feel drained. Sidekick is designed around a gentle loop: notice → reflect → choose → switch → settle.

  1. Process

Comparative Analysis

Comparative Analysis

We compared existing tools including digital-only blockers and physical friction hardware to see how well they help people notice time drift and switch states without stress. We found that:


  • Digital tools are convenient, but often easy to ignore or override and can feel like admin work.

  • Physical tools improve follow-through, but can feel all-or-nothing and lack personalization.

Our survey confirmed the core gap: 80% don’t switch states because they lose track of time, and 92% feel drained when they stay in one state too long. We designed Sidekick to alleviate the combined frictionless state switching and customizable Kicks with an optional collectible accessory, supported by the 57.7% who said physical + digital tools increase motivation.

Brainstorming

Brainstorming

We brainstormed a wide range of feature ideas for Sidekick, then prioritized them into three tiers: Must-haves, Nice-to-haves, and Extras—based on user needs and what we could realistically prototype within the designathon timeline. This helped us stay focused on the core experience while leaving room for additional features if time allowed.

Visual Direction & Moodboard

Visual Direction & Moodboard

Sidekick is designed to feel calm, collectible, and supportive for Gen Z users navigating an “always-on” world. Based on our survey insights, there was a strong desire for customization, the appeal of a physical + digital solution, and the importance of aesthetics. We included:


  • Soft, neutral colours with gentle accents to feel calming instead of “productivity pressure”

  • Cute + optional character styling (frog sidekick) with a neutral default to support both playful and minimalist users

  • Accessory-inspired interactions influenced by Gen Z phone personalization trends like phone charms, Sonny Angel hippers, and collectible toppers, making Sidekick feel like something users want to keep on their phone

Low-fidelity Wireframes

Low-fidelity Wireframes

To move fast and validate the core experience, we sketched low-fi wireframes that mapped Sidekick’s most important moments: onboarding, optional accessory setup, Kick creation, and the “blocked app” state. The flow starts by asking whether the user has the physical Sidekick, so the product works with or without hardware, then guides them to set up their first Kick by selecting which apps to block.

  1. Visuals & Branding

Design System

Design System

Logo

Title

Primary Colours

Sidekick

#426B3B

Cloudy

#F9FAFC

Black

#151515

Sidekick

#426B3B

Black

#151515

Cloudy

#F9FAFC

Main web-app colours comply with WCAG Level AA contrast standards.

Main web-app colours comply with WCAG Level AA contrast standards.

Secondary Colours

White

##FFFFFF

Stone

#3C3B3C

Stone

#3C3B3C

White

#FFFFFF

Typography

Default Font: Vend Sans

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn

Oo Pp Qq Rr Ss Tt Uu Vv Ww Xx Yy Zz

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn Oo Pp Qq Rr Ss Tt Uu Vv Ww Xx Yy Zz

Aa Bb Cc Dd Ee Ff Gg Hh Ii Jj Kk Ll Mm Nn

Oo Pp Qq Rr Ss Tt Uu Vv Ww Xx Yy Zz

  1. What I Learned

Designing my first phone accessory

Designing my first phone accessory

This project taught me how to design a physical phone accessory for the first time and how to create an experience where the accessory and app feel like one system. My key takeaways:


  • Designing cross-touchpoint UX (hardware feedback linked to app flows)

  • Using light/colour cues to reinforce state changes without requiring the user extra effort

9. Acknowledgements

Thank you 🐸

Thank you 🐸

Huge thank you to my team Abdullah Sabawun Ibrahimi, Bianca Dimaano, and James Paquin for the dedication, creativity, and teamwork you brought to every step of Sidekick. Celebrating our wins makes it even sweeter: 2nd Place Award (Advanced Stream) + Innovative/Creative Solution + UXathon All Stars at UBC UX Hub UXathon 2026 🏆✨

From left to right: Abdullah, Me, Bianca, and James

You reached the end!

You reached the end!

Check out my other work!

Folktale Friends

A blended toy-and-app experience fostering cultural education and imaginative play for children.

🔍 Case Study

📱 Mobile App

🎮 Game Design

🍎 Education

🎮 Game Design

🍎 Education

Let’s connect. 🐰🔗

Feel free to introduce yourself. Let’s talk about design, tech, art, etc.!

Copyright © 2026 Aubrey Ventura

Let’s connect. 🐰🔗

Feel free to introduce yourself. Let’s talk about design, tech, art, etc.!

Copyright © 2026 Aubrey Ventura

Let’s connect. 🐰🔗

Feel free to introduce yourself. Let’s talk about design, tech, art, etc.!

Copyright © 2026 Aubrey Ventura

Let’s connect. 🐰🔗

Feel free to introduce yourself. Let’s talk about design, tech, art, etc.!

Copyright © 2026 Aubrey Ventura