IZANAGI

About Project IZANAGI

Why each lesson is only 7 minutes

“Seems short” is a natural first reaction. Here’s our honest reasoning:

  • Completion matters more than length.Even the best content is worthless if it’s abandoned halfway. We designed for a length people can actually finish.
  • Density, not duration. Understanding design tricks requires clear explanation and hands-on experience, not padding.
  • The format matches the message.A service teaching people to spot manipulative design shouldn’t inflate perceived value with length.
  • Short content invites revisiting.Understanding deepens through repetition. At 7 minutes, re-watching feels effortless — the spacing effect in action.

Understanding removes blame

When a child can’t stop scrolling or playing, it’s tempting to blame their willpower. But apps and games are engineered around fundamental human drives — need for approval, loss aversion, dopamine anticipation. Falling for these patterns is simply being human.

They can’t stop because it was designed to be unstoppable.Once you see the mechanism, anger gives way to understanding. That’s what this service is really about.

Knowledge isn’t a perfect shield — but it helps

Daniel Kahneman, one of the founders of behavioral economics, admitted that decades of studying biases didn’t make him immune to them. Knowing isn’t the same as being protected.

But the frequency of pauses — moments where you think “wait, am I falling for this right now?” — goes up. Those small moments compound. When a family starts saying “hey, that’s a trick” to each other, the relationship with social media and in-app purchases naturally shifts.

Research foundations

  • Prospect Theory (Kahneman & Tversky, 1979)

    The foundation for loss aversion and FOMO. Limited-time sales and “only a few left” notifications are built on this.

  • Operant Conditioning (B.F. Skinner, 1938)

    Variable reward schedules — the theory behind dopamine loops in social media feeds and gacha mechanics.

  • Social Proof (Robert Cialdini, 2001)

    Why review counts, popularity indicators, and “X people bought this” signals work so well.

  • Inoculation Theory (William McGuire, 1961)

    The educational approach of this service — building resistance to persuasion by understanding it in advance.

Education, not treatment

This service is educational content about persuasive design. It does not provide treatment, diagnosis, or counseling for addiction. If you have serious concerns about your child, please consult a qualified healthcare professional.

Welcome to Project IZANAGI.

In Japanese mythology, Izanagi is the deity who chose, by his own will, to step out of a world from which there was no escape.

We hope you and your family, armed with an understanding of how these design tricks work, will step out of the loop on your own terms.