Token-Based App Control System for Learning Motivation

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Solution Overview

Problem

Parents face challenges in accurately tracking and controlling children's time spent on learning and play activities using conventional methods, especially with the unlimited access to electronic devices and the need for remote monitoring.

Innovation Solution

A process that utilizes a token-based system where children earn tokens for using learning apps, which can be redeemed for play app time, allowing for accurate tracking and remote monitoring of both learning and play time, and enabling parental input for adjusting token credits.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If parents use conventional means to track children's activity time, then parental oversight is maintained, but tracking accuracy and remote monitoring capability are insufficient

Engineering Contradiction:
Improvetracking accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary system consisting of learning and play apps that automatically track and report activity time to parents. This mediator handles the tracking complexity, allowing parents to obtain accurate information without directly managing the complex tracking infrastructure.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system enables self-service tracking where the apps automatically monitor and record activity time without requiring parental intervention. The learning and play apps themselves perform the tracking function, eliminating the need for parents to manually oversee or manage the tracking process.

Inventive Principle:
Principle #25Self-service

2Ease of operation

If children are allowed unlimited access to electronic devices, then ease of use is maximized, but excessive device use and over-exposure occur

Engineering Contradiction:
Improveaccess convenienceVSAvoidexcessive device use
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The patent implements preliminary action by requiring children to complete learning activities before accessing play apps. This pre-condition ensures that educational goals are met before recreational use, preventing excessive device use while maintaining ease of access through a clear, predetermined structure.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes the parameter of access control by transitioning from unlimited access to conditional access based on learning completion. This parameter change allows children to access devices conveniently when conditions are met, while automatically preventing excessive use when conditions are not satisfied.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If parents implement quid pro quo parenting techniques, then motivation for learning is improved, but accurate tracking of learning and play time remains challenging

Engineering Contradiction:
Improvelearning motivationVSAvoidparental time for tracking
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system implements self-service by automating the tracking of both learning and play time through the apps themselves. This eliminates the need for parents to manually track time, allowing them to implement quid pro quo parenting without sacrificing their own time to monitoring and record-keeping.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11783363B2Children's earn-to-play app
Publication Date: 2023.10.10 DPM VENTURES LLC

AI summary

A process for controlling device use, the process comprising: receiving, from a first user having a token credit amount, a request to use a play app having a required token amount; determining a play response based on the token credit amount, wherein the determination corresponds to the following: if the token credit amount is greater than the required token amount, then the request is granted; and if the token credit amount is less than the required token amount, then the request is denied.