<?xml version="1.0" encoding="UTF-8"?><ns2:project xmlns:ns1="http://gtr.rcuk.ac.uk/gtr/api" xmlns:ns2="http://gtr.rcuk.ac.uk/gtr/api/project" xmlns:ns3="http://gtr.rcuk.ac.uk/gtr/api/fund" xmlns:ns4="http://gtr.rcuk.ac.uk/gtr/api/person" xmlns:ns5="http://gtr.rcuk.ac.uk/gtr/api/project/outcome" xmlns:ns6="http://gtr.rcuk.ac.uk/gtr/api/organisation" ns1:created="2026-06-22T07:57:45Z" ns1:href="http://gtr.ukri.org/gtr/api/projects/6D7779CA-272F-4976-AA83-F95BD9B2BC75" ns1:id="6D7779CA-272F-4976-AA83-F95BD9B2BC75"><ns1:links><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/persons/C95F3640-8B82-4C8B-AE24-9E6FE619EEB2" ns1:rel="PM_PER"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/ADF1A7E2-F640-4A0C-B72F-BAD1F0AD24CA" ns1:rel="LEAD_ORG"/><ns1:link ns1:href="http://gtr.ukri.org/gtr/api/organisations/ADF1A7E2-F640-4A0C-B72F-BAD1F0AD24CA" ns1:rel="PARTICIPANT_ORG"/><ns1:link ns1:end="2023-04-29T23:00:00Z" ns1:href="http://gtr.ukri.org/gtr/api/funds/458F6556-7EC7-4865-9117-B56B887E1CB5" ns1:rel="FUND" ns1:start="2022-11-01T00:00:00Z"/></ns1:links><ns2:identifiers><ns2:identifier ns2:type="RCUK">10047084</ns2:identifier></ns2:identifiers><ns2:title>&amp;ocirc;dir's first playable iOS project</ns2:title><ns2:status>Closed</ns2:status><ns2:grantCategory>Grant for R&amp;D</ns2:grantCategory><ns2:leadFunder>Innovate UK</ns2:leadFunder><ns2:abstractText>Our project aims to address the mental health and productivity issues that arise from excessive screen time (driven by the attention economy and habits picked up during lockdowns). We conducted a comprehensive research project that surveyed over 180 young people to learn about their relationships with technology and confirmed our user assumptions.

Entertainment products drive impulsive behaviours when they for temporary relief from unwanted internal emotions. A vicious cycle begins when users feel guilty about wasting time, so they return to the same time-sinking apps to forget about their problems. We're taking a design thinking approach and factoring in human nature/motivation when tackling these realities. Our thinking is quite different from the current market participants - with a bold proposition and business model.

This project will build on the considerable research conducted over the last year and test mechanics and designs with our early adopters. We will create something that meets their needs and increase our chances of finding product-market fit. The project team will work towards building the iOS first playable. Beyond the project, we will improve the product by developing the rest of the experience, testing relevant marketing channels, and exploring other avenues for funding to put us on a path to public commercialisation. At Studio Nefce, we're building the game where you progress the most by not playing.</ns2:abstractText></ns2:project>