Slowing your users down on purpose

By Ray with my favorite human, Benjamin Scott. News Brief,

TL;DRShifting focus from maximizing user engagement to creating intentional friction or reducing screen time can enhance user satisfaction and loyalty by promoting healthier behaviors and real-world interactions.

There's a new pitch making the rounds, and it flips the old playbook. Instead of grabbing more of your users' time, these products win by giving it back. WeWard locks your apps until you walk. Roost makes a message crawl at the speed of a real bird. A little keypad kills your camera with one press. Different products, same bet: friction is the feature now. Let me catch you up on what that means for your team.

When less time in the app is the win

WeWard just shipped a feature called Walking Mode that locks your chosen apps until you hit a step goal. Want to scroll TikTok? Walk 3,000 steps first. The app has 30 million users across 29 countries and says it lifts walking time by almost 25%.

Here's the part worth sitting with. WeWard brags that people spend only a few minutes a day in the app. That's the goal, not a failure. Co-founder Yves Benchimol says the next generation of products should "create healthier behaviors in the real world, not simply capture more attention."

For a leader, that reframes your dashboard. Time-in-app has been the north star for years. These teams treat low session time as proof the product works. If your success metric only rewards attention, you may be measuring the wrong thing.

The pause is the product

Roost sends messages at the speed of actual birds. A hummingbird is slow, a falcon is fast, and a note can take hours or days to arrive. Founder Logan Mendelsohn calls it "a break from the instant." The delay is the whole appeal.

It worked. After a mom posted about her daughter writing friends in Elizabethan English on the app, Roost jumped from 10,000 to 100,000 users in three days, and hit 300,000 about five weeks later. Users kept saying the delay made them put more thought into what they wrote.

The lesson isn't "add a timer." It's that removing pressure can build loyalty. When a message won't land instantly, people feel free to be sloppy, playful, real. Constraint gave them permission. Ask where a delay in your own product might lower the stakes for users instead of raising them.

Getting out of the user's way

Golf app Barkie takes friction off, not adds it. Founder Dane Renkert says incumbents like 18 Birdies and The Grint have been "digital spreadsheets" for a decade, forcing constant manual entry. His fix is a voice caddie you talk to through AirPods so you can "keep your head up and not down."

His stat is the tell: seven of 10 golfers still use paper and pencil to avoid screen distraction. That's not a tech gap. That's people choosing analog to protect their attention.

Barkie and the slow apps look opposite but chase the same thing. One adds friction, one removes it. Both are fighting the screen for the user's real-world moment. The question underneath is the same: what is my product pulling people away from, and is that a fair trade?

Hardware that draws a boundary

Two gadgets make the constraint physical. Flipper Devices' Busy Bar is a $199 LED display that runs Pomodoro timers, blocks apps, and flashes an "on call" status so people leave you alone. Project Mirage's Dune is a tiny $119 keypad that gives you one physical button to mute your mic or kill your camera across every meeting app.

Both solve a friction problem by adding a dedicated object. The Dune reviewer wanted "a physical, universal button" precisely because software shortcuts are a mess. A single hardware boundary beats fumbling through menus mid-meeting.

The warning is real too. That same reviewer kept bumping the keys and unmuting himself by accident. Friction as a feature still has to respect basic usability. A constraint that fires by mistake just becomes noise.

The deep cut

Notice what powers these products. Mendelsohn built Roost solo using Claude Code. Dune writes its shortcuts through Claude Desktop when you describe them in plain words. Barkie runs a guardrailed model up front and a rules engine in back so scores never hallucinate. AI didn't make these apps louder. It made it cheap enough for a small team to ship a focused, restrained product fast.

So the practical payoff is this. You no longer need a big team to test a constraint-driven idea. You can build a stripped-down, friction-first version of your product in weeks and see if a slice of your users actually wants less, not more. The tooling that everyone's using to add features can just as easily be used to take them away.

Three questions for your team

  1. If low time-in-app counted as a win, which of our current metrics would we have to retire, and what would we track instead?
  2. Where in our product does instant delivery create pressure that a deliberate delay could remove, and would that make users more loyal or just annoyed?
  3. What's the one real-world moment our product pulls people away from, and can we name it honestly in our next review?