Science

Stop Getting Nudged — Start Nudging Yourself.

Right now, somewhere on your phone, an algorithm is deciding what you see next. It's adjusting your feed, timing your notifications, choosing which post appears first. None of that happens by accident, it’s the result of tiny design decisions made by people whose job it is to keep you hooked.

That's the world of nudging. And most of the time, you don't even notice that all this is happening.

But the science works both ways: what if "nudges" can actually be used to develop healthier smartphone habits?

In this article, we’ll dive into behavioral science and uncover why self-nudging might be the best way to take back control.

So what even is a nudge?

A nudge isn't a rule or a ban; it's something subtler. Behavioral economists Richard Thaler and Cass Sunstein, who published the popular book "Nudge" in 2008, define it as "any aspect of the choice architecture that alters people's behavior in a predictable way without forbidding any options or significantly changing their economic incentives." [1]

In plain English: it's a small tweak to how choices are presented to you, not what the choices actually are.

Think of snacks at eye level in the supermarket, notifications timed to land right when you're bored, or the autoplay that starts the next episode before you can think about it. All classic nudges.

However, not all nudges are sinister. Governments and health organizations use them too, to nudge people toward healthier food, higher savings rates, or organ donation. Putting a salad at eye level, making pension opt-out the default, showing calorie counts on menus: all nudges, all aimed at steering people toward what experts consider the "better" choice.

But here's the catch: good intentions don't automatically make a nudge work for you. Even a well-meaning nudge is still designed by someone who does not necessarily know your situation, your history, or what "healthy" actually means for you personally. And when the nudge misses, it doesn't just fail. It can feel patronizing, and push back against what you actually want.

The problem: nudges are built for "everyone”

This is where it gets complicated. Nudges are typically designed top-down. This means, a researcher or platform decides what's good for users in general, and then rolls out one intervention for all of them. The challenge is what scientists call heterogeneity: the fact that people can differ enormously in their habits, motivations, and responses to the same stimulus. [2]

A screen-time warning that jolts one person into putting down their phone might make another feel lectured … and scroll even harder out of spite. Same nudge, opposite effects. Researchers Grüning (who’s part of the one sec team) and colleagues at the Max Planck Institute for Human Development argue that digital nudges that are system-designed can lack the flexibility to address diverse behavioral goals and individual differences, making them "relatively blunt tools in nuanced digital landscapes." [2]

In other words, nudges only really make sense when there's no substantial heterogeneity between users. Once people differ significantly in what they need, there is a risk that a one-size nudge won’t actually be suitable for anyone.

Social media platforms do personalize — but not to help you. The algorithm learns exactly what keeps you specifically glued to the screen. The days when the goal was your wellbeing are long gone. Now the goal is your attention, sold to advertisers.

The ethics issue

There's an even deeper problem with classic nudges: to steer someone "for their own good," you need to actually understand them: their patterns, triggers, and goals. But most system-designed nudges are based on assumptions about users in general, not you specifically.

This is where the ethics get shaky. Researchers flag three major concerns [2, 3]:

  • opacity (you don't know you're being nudged)
  • lack of adaptability (the nudge can't adjust to your personal situation), and
  • autonomy (the risk that being steered, even toward something ostensibly good, chips away at your ability to make genuinely self-directed choices).

There's also the transparency problem. When an intervention is designed without your knowledge or input, it's not truly acting in your interest. Instead, it's acting on assumptions about your interest. And if those assumptions are wrong, or if the nudger's goals don't actually match yours, you're being manipulated.

The nudges shaping your daily screen time were designed around engagement metrics … not around your goals. [2]

Enter self-nudging

What if you flipped the whole thing around?

Instead of being nudged by a system that doesn't know you (and isn't trying to), what if you designed the nudge yourself? That's the core idea behind self-nudging, and it's been formalized into serious behavioral science.

Researchers Samuli Reijula and Ralph Hertwig at the Max Planck Institute for Human Development describe it as empowering people to act as their own citizen choice architects: individuals who intentionally design their environments to support their own goals [4]. Unlike traditional nudging, self-nudging is grounded in awareness, voluntary action, and autonomy. You're not being steered without your knowledge — you're doing the steering, fully informed and on purpose. [2]

In practice, self-nudging can mean placing your phone face-down when you sit down to study, turning off all social media notifications, or deliberately moving distracting apps off your home screen. Small environmental changes, big difference in behavior. The crucial thing is that you chose them; because you might understand your own weak spots better than any algorithm does.

From "the app decides" to "you decide"

Here's where the science gets really useful. Grüning and colleagues [2] propose that nudging and self-nudging aren't two separate things — they're two ends of the same spectrum, with four distinct levels in between, each defined by how much control you actually have.

  • Level 1 — Other-directed choice (the app decides): The system shapes your behavior through hidden defaults, reordered options, and invisible friction. You're unaware it's happening. Most social media platforms operate here. The choices are pre-made; you're just executing them.
  • Level 2 — Guided choice (the app recommends): The system still shapes your environment, but more transparently. It might suggest break times, flag heavy usage, or default you into a focus mode, while making it possible to opt out. You're more aware, but the architecture is still largely someone else's design.
  • Level 3 — Suggested choice (you pick from a menu): The system offers a toolkit of behavioral options, explains what each does, and lets you activate whichever fits your goals. High user control, still within a predefined range. You're choosing, but from a menu someone else wrote.
  • Level 4 — Self-directed choice (you're the architect): You identify your own behavioral goals, design your own cues and constraints, and implement them independently. No system is telling you what to do. Full agency.

Most social media sits at Level 1. one sec is built for Level 4.

The self-nudging concept behind one sec

one sec is built around a deceptively simple idea: a brief, intentional pause before you open an app.

That small interruption — when you're about to open Instagram or TikTok on autopilot — is enough to shift you from reactive to reflective. You go from the part of your brain that just reacts to the part that actually thinks. And thinking, even for a second, changes what you do next.

A field study published in the Proceedings of the National Academy of Sciences, with 280 participants tracked over six weeks, showed what that pause actually does. In one out of three attempts (36%), users closed the app again after one sec intervened. And over six weeks, they tried to open their target apps 37% less often than in the first week. In total, almost half of their mindless scrolling had been prevented. [5] These effects were scientifically corroborated further in more recent studies [6, 7].

What sets one sec apart from every generic screen-time tool: you set up every part of it. You choose which apps to target. You decide what the pause looks like, and when it strikes. The whole thing is structured around your habits — because the appropriate level of a nudge depends on the balance between what researchers know and what you know about yourself. When it comes to your own triggers, your own patterns, your own goals, you're the expert, at least in many situations.

That’s what it means to nudge yourself.

Built by the same researchers who developed the framework above, one sec was designed precisely to sit at Level 4, where you're the architect of your own behavior change. Not a passive recipient of someone else's assumptions about what you need.

Ready to take back control?

You've been on the receiving end of other people's nudges long enough. Every default, every autoplay, every perfectly timed notification was built by someone who doesn't know you, and whose goals have nothing to do with yours.

Self-nudging starts from a different place. With you knowing your own patterns, and building the environment that helps you act on what you actually want to achieve … and not what an algorithm decided you should want.

Try one sec and design your own nudge.

Sources

  1. Thaler, R. H., & Sunstein, C. R. (2008). Nudge: Improving decisions about health, wealth, and happiness. Yale University Press.
  2. Grüning, D. J., Beermann, V., Enkmann, J., Stock, F., Riedel, F., Schmiedmayer, P., Lorenz-Spreen, P., Herzog, S., Orben, A., & Hertwig, R. (in preparation). Digital (self-)nudging: A framework for a continuum of user agency
  3. Stefan M. Herzog, Ralph Hertwig. 2025. Boosting: Empowering Citizens with Behavioral Science. Annual Review Psychology. 76:851-881. https://doi.org/10.1146/annurev-psych-020924-124753
  4. Reijula, S., & Hertwig, R. (2022). Self-nudging and the citizen choice architect. Behavioural Public Policy, 6(1), 119–149. https://doi.org/10.1017/bpp.2020.5
  5. Grüning, D. J., Riedel, F., & Lorenz-Spreen, P. (2023). Directing smartphone use through the self-nudge app one sec. Proceedings of the National Academy of Sciences, 120(8), e2213114120. https://doi.org/10.1073/pnas.2213114120
  6. Haliburton, L., Grüning, D. J., Riedel, F., Schmidt, A., & Terzimehić, N. (2024, May). A longitudinal in-the-wild investigation of design frictions to prevent smartphone overuse. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (pp. 1-16). https://doi.org/10.1145/3613904.3642370
  7. Hansen, L., Grüning, D., Jespersen, A., Riedel, F., & Normann, C. (2026). Disrupting Digital Habits Among Danish Adolescence: Evidence from 1.2 Million Social Media Interactions. https://doi.org/10.31234/osf.io/ruvp3_v1

Elena Geiger. Reviewed by Dr. David Grüning
July 15, 2026

Contact us

We’re here to help you get the most out of one sec. If you have any questions or feedback, please don’t hesitate to reach out.

Help & tutorials

Problems with one sec? Or looking for tips to get the most out of it? Check out our help center.

Submit Ideas

Tell us how we could make one sec more useful to you or report any bugs you’re encountering.

Press inquiries? Please visit our press page.