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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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Live In planning Swift 6 · SwiftUI · FoundationModels 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

Distributed-narrative cast

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. Text-forward (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

(Mentor) - 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.

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Question kits

16 curriculum-aligned kits × 25 questions = 400 questions per app, mapped to recognized standards.

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On-device AI mentor

FoundationModels-powered hints, feedback, and adaptive difficulty — all running locally.

Mentored by Ownwell — on-device AI, 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
  • ✅ No ads, no in-app purchases — you pay once
  • ✅ No personal information collected from children — in line with COPPA (updated by the 2026 FTC amendments)
  • ✅ Parental controls + session limits + content filters built in

Full parent privacy guide →

Built with ForgeKit

PhoneDojo runs on ForgeKit — the open-source Swift Package Manager framework that powers every Spark & Anvil app. ForgeKit ensures consistent accessibility, COPPA compliance, and design language across the portfolio, so your kid's progress and preferences feel coherent across every app they touch.

Coming to the App Store

PhoneDojo is in active development. Email us to hear when it ships — no marketing, no spam, just a one-shot launch announcement.

Email me at launch

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