Screen Time
A broad measure of time spent using screens or particular apps, useful as a rough lens but not a complete description of what the time was for.
The useful mental model.
Start with the part that changes what you actually do or expect when you meet this concept in everyday digital life.
Why the design matters
Small interface choices can remove stopping points, surface social signals or make a return action easier. That changes behavior without changing the underlying content.
What you can control
Look for notification, autoplay, focus, visibility and recommendation settings before assuming the feature is fixed.
What connects to this?
Digital life is a system. Follow the neighboring identity, data, design, security or business layer instead of stopping at one definition.
Focus Mode
A device or app feature that reduces interruptions by limiting notifications, apps or visible distractions for a chosen period or context.
Understand it →behavior conceptDoomscrolling
Repeatedly continuing through distressing or high-arousal online content even when the session is no longer useful or intentional.
Understand it →media behaviorSecond-Screen Behavior
Using a phone, tablet or computer while watching television, streaming video, sports or another primary screen.
Understand it →Check the underlying references.
G7 prioritizes primary technical documentation, public-interest institutions and strong research. Product-specific behavior can change, so current service documentation remains important.
