·7 min read

What We Learned From Beta Testing Quiet Sit

Before shipping, we spent several months in closed beta with a small group of families. Here's what surprised us, what we changed, and what parents told us that shaped the final product.

Jordan

Writes from the parent side of an encopresis treatment plan. Not a medical professional.

We built Quiet Sit slowly, and we built it with a small group of beta families rather than in isolation. This is the debrief of what we learned in the beta period, the things that surprised us, the design changes we made, and the specific parent feedback that shaped what shipped.

Who was in beta

The beta group was small, about 40 families across the US and Canada, across a range of situations:

  • Families in active encopresis treatment (~30%)
  • Families managing chronic constipation without an encopresis diagnosis (~30%)
  • Families with stuck or difficult potty training arcs (~25%)
  • A few families just interested in a calmer sit routine tool (~15%)

Kids ranged from 3 to 11. Most were between 4 and 8. Most parents had already tried other apps or reward-based approaches.

We ran the beta for 4 months.

What surprised us most

How much silence mattered.

We initially had gentle ambient sound during scenes, light music, some nature-adjacent audio. Parents almost universally said "please turn it off." Not because it was annoying, because it competed with their own thoughts, their kid's own thoughts, and made the sit feel busier than it needed to be.

We removed all in-scene audio in the second beta build. Every subsequent user experience was better. The final app has no audio during sits at all.

Parents didn't want to see history.

We initially had a robust history view, daily list of sits, outcomes, notes. Parents said they wanted to see less. Reviewing the history felt like homework. Some parents reported opening the app less over time because they didn't want to see the visual accumulation of "hard" days.

We simplified the history to a stripped-down day view with no color coding or ranking. Every sit shows the same. This was maybe our best design decision from beta.

Kids didn't want characters.

Every kid app has characters. We assumed we would too. We started with small, calm cartoon animals in each scene, a bird in the garden, a fish in the reef.

Kids identified with the characters immediately. They wanted to know what the character was doing, what they'd do next, whether they were happy. This produced attention-anchoring which was the opposite of what we wanted.

We removed all characters from scenes in beta iteration 3. The scenes work better without them.

Parents wanted less flexibility.

We initially had many customization options, length, sound preferences, scene selection, notification timing. Parents said choice felt like burden. They wanted us to make good defaults and let them just... use the thing.

We simplified settings dramatically. Length is a slider. That's most of it.

What we changed based on parent input

The end-of-sit cue.

Original design: a gentle chime. Some kids found the chime jarring. Others slept through it (during nap-time sits). We switched to a soft visual cue, the scene closes with a slow fade to a calm end state, no sound. Works better across contexts.

Skip flow.

Original design: skipping required going to a menu, hitting "skip today," confirming. Parents said this felt punitive. We changed skipping to a single tap, same weight as any other action.

Language changes.

Original design: the app said "great sit!" at the end of productive sits, and "we'll try again tomorrow" after skipped ones. Parents said this violated the "no evaluation" principle we'd said we were designing for.

We changed to no words. The app doesn't say anything at the end of a sit. It just closes.

Sit outcome selection.

Original design: after each sit, parents could tap "Done," "Tried," or "Skipped." "Done" was highlighted with a subtle checkmark; "Tried" and "Skipped" were secondary.

Parents pointed out the visual hierarchy communicated exactly what we said we didn't want to communicate. We flattened all three options to equal visual weight. Now they all look the same in the outcome flow and in the history view.

Multi-child support.

Original design: single child per account. Beta families with twins or multiple kids in treatment said this didn't work. We added multi-child support in the second beta build. See Sit Time With Twins or Multiple Kids in Treatment for more.

What parents said

Some specific quotes from beta parents (used with their permission, anonymized):

"The first app I've used where I felt like the app was on my side instead of trying to gamify my kid."

"My son doesn't ask about it, doesn't fight it, doesn't dread it. It's the first time we've had that."

"The scenes are boring in the best way. I didn't think 'boring' was a design goal but I get it now."

"I've never used a kid app where 'you did it!' isn't a phrase somewhere. It's actually really relaxing not to have that."

"The absence of streaks means I stopped counting days. Which turned out to be a huge relief."

"It doesn't feel like a productivity tool for my child. Which is what I've been looking for."

Some negative feedback we also received:

"I actually kind of wanted the reward system. My kid liked it in other apps."

"The interface is almost too plain. I initially thought there was less to it than there is."

"Why isn't there a way to see how we're doing over time?"

The negative feedback was legitimate. We made the deliberate call that our vision, no evaluation, no metrics, no gamification, was the right one for our target population, even at the cost of losing some families who wanted a more engaging experience.

What we couldn't fix

Some limitations we ran into during beta that we couldn't fully address:

Kids who won't use the phone. Some kids just don't engage with screens during sits. For them, the app can't help beyond providing a timer.

Very young kids (under 3). The app is designed for kids 4+ who can meaningfully engage with a screen. Younger kids need a different approach.

Kids who fight the routine itself. The app doesn't make sit time happen. If sit time has become adversarial in a household, the app can help make sits less pressured, but it can't force cooperation.

Extreme sensory sensitivity. Some kids find any screen too stimulating. For them, the app isn't the tool. This is fine, the app doesn't have to work for everyone.

What we still work on

Post-launch, we're continuing to iterate on:

  • Additional scene options (with the same slow, non-interactive design principles)
  • Better multi-kid navigation
  • Improved handoff for families where multiple caregivers use the app
  • Deeper integration with EncoPath for encopresis families using both
  • Accessibility improvements, larger text options, higher-contrast mode, reduced-motion refinement

We continue to talk to families every week. The beta process didn't end at launch. It just changed shape.

Why we're glad we did beta

We could have shipped a "V1" faster without beta. We didn't. The reason: we would have shipped the wrong thing.

Almost every design decision above, silent scenes, no characters, equal-weight outcomes, no reward language, came from parent feedback in beta. If we had shipped what we initially built, we would have made an app that looked like other kid apps and failed at the same things they fail at.

Beta wasn't validation. It was correction. And that's exactly what a beta should be.

Related reading

The one-line summary

We built Quiet Sit in a 4-month closed beta with 40 families. We learned that silence works better than ambient sound, characters distract even when they're supposed to be calm, kids can tell when outcomes are ranked differently, and parents want fewer settings, not more. Almost every meaningful design decision came from beta. If you're using the app today, some of what's working for you was designed by a parent in New Mexico or a grandmother in Ontario telling us "please try this instead."