OpenAI 2026 hackathon

Doomo

Doomo turns your daily choices into a companion you care about. Learning and real-world quests help him flourish; mindless phone use drains him.

Team of 2 · 16 likes · 6 comments

Archive position — measured, not model output

16 likes on Devpost

4 of the 7,856 archived projects have more likes and no other project has exactly 16, so #5 in the like-ranked listing is this project's own place.

Projects (log scale)

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Likes on Devpost. ▲ marks this project's group.

Show the figures
LikesProjectsShare of archive
05,59271.2%
11,75822.4%
22853.6%
3–41321.7%
5–9751.0%
10+140.2%
Devpost like counts for all 7,856 archived projects, captured when this archive was built.

Executive Summary

Project: Doomo

Source: Author-supplied description from Devpost submission to OpenAI 2026 hackathon

Analysis basis: Self-reported, unverified account of the project

Doomo is described as an Android app that turns phone usage habits into an emotional companion. The app uses AI and behavioral data to simulate a character (Doomo) that responds to user behavior — positive actions like studying or completing quests increase Doomo’s vitality, while mindless phone use decreases it. It was built in a hackathon context with no evidence of revenue, customers, or traction.

What changed: The project is a prototype submitted for a hackathon. No commercial product or business model has been demonstrated beyond the author's own claims.

Single most important open question: Is there any evidence that users engage with Doomo in a way that suggests adoption or emotional investment — beyond the authors’ own claims?

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What The Product Actually Is

The description states:

  • Doomo is an Android app.
  • It simulates a companion character (Doomo) that responds to user behavior.
  • Phone usage habits affect Doomo’s vitality: positive actions like studying or completing quests increase it, while mindless phone use decreases it.
  • It uses AI tools (Codex, GPT-5.6), React Native, Android usage data, and an offline behavior engine.
  • The app includes isometric visuals and spaced-repetition study cards.

Inference: Doomo appears to be a behavioral feedback system that gamifies screen-time management through an emotional character. It is not a productivity tool per se but a companion that reflects user habits.

Not evidenced: No information on actual functionality, UI/UX, or whether the app works as described in practice.

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Positioning & Claim Evolution

The description states:

  • Doomo aims to make screen-time visible and emotionally engaging.
  • It is positioned as an alternative to analytics dashboards or warnings.
  • The authors claim that people respond more strongly to a character reflecting them than to charts, warnings, or limits.

Inference: The positioning evolved from a simple habit tracker to an emotional companion with behavioral feedback loops. This suggests a shift from functional tools to emotionally engaging experiences.

Not evidenced: No evidence of market positioning beyond the authors’ own claims. No competitor analysis or user feedback is provided.

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Target Customer & ICP

The description states:

  • The app targets people concerned about screen-time and habits.
  • It is designed for users who want to see their phone usage in a more meaningful way.

Inference: The target customer is likely a tech-savvy, self-aware user — possibly students or young professionals — interested in personal development and digital wellness.

Not evidenced: No specific ICP defined. No data on user personas, demographics, or behavioral segments.

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Business Model & Pricing Evidence

The description states:

  • No pricing model or monetization strategy is mentioned.
  • The app was built for a hackathon; no commercial intent is evident.

Inference: There is no business model described. The project appears to be experimental and not yet commercialized.

Not evidenced: No revenue streams, pricing plans, or monetization strategies are provided.

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Technical & Delivery Signals

The description states:

  • Built with React Native, Android usage data, Codex, GPT-5.6, and offline behavior engine.
  • Uses TypeScript, Kotlin, Expo.io, FSRS, and OpenAI tools.
  • The app includes isometric visuals and animations.
  • It integrates Android UsageStatsManager for tracking.

Inference: The technical stack suggests a hybrid approach using AI and mobile data to simulate user behavior. The use of offline behavior engine implies some level of autonomy in the system.

Not evidenced: No information on scalability, performance, or delivery mechanisms beyond the hackathon prototype.

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Traction & Maturity Signals

The description states:

  • Submitted to OpenAI 2026 hackathon.
  • Team size: 2 (Zohair Ahmed, Muhammad Zamin).
  • Accomplishments include turning habits into an emotional companion and creating isometric visuals.
  • Future plans involve more animations, smarter study cards, and deeper personality changes.

Inference: The project is in a very early stage — a hackathon prototype with no evidence of user adoption or product-market fit.

Not evidenced: No data on user engagement, retention, or adoption. No metrics or customer feedback are provided.

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Competitive Context

The description states:

  • Doomo aims to be an alternative to analytics dashboards and warnings.
  • It is not directly compared to existing apps in the market.

Inference: The competitive space likely includes screen-time management tools, habit trackers, and digital wellness apps. Doomo’s emotional companion approach may differentiate it from purely functional tools.

Not evidenced: No competitive analysis or benchmarking against existing products is provided.

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Key Risks & Red Flags

The description states:

  • Challenges included making Doomo motivating without judgment and keeping Android tracking reliable.
  • The app uses AI tools like GPT-5.6, which may raise concerns about data privacy or scalability.
  • No commercial traction or monetization strategy is evident.

Inference: Key risks include:

  • Lack of user engagement or adoption beyond the authors’ own claims.
  • Reliance on AI and mobile tracking — both potentially sensitive or unstable.
  • Prototype nature implies no proven product-market fit or scalability.

Not evidenced: No evidence of any risk mitigation strategies, data privacy policies, or long-term viability.

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Diligence Questions To Ask The Founders

  1. What is the actual user engagement like with Doomo? Is there any data on how often users interact with it?
  2. How does Doomo handle sensitive Android usage data — what are the privacy implications?
  3. Are there any plans to monetize or scale the product beyond the prototype stage?
  4. What specific behavioral feedback loops have you observed in practice?
  5. How do you plan to transition from a React Native prototype to an Android-native app?

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Investment/Partnership Verdict

The description states:

  • Doomo is a hackathon project with no commercial traction or evidence of adoption.
  • The team is small (2 members).
  • It is not yet monetized or scalable.

Inference: This is an early-stage idea, not a product. There is no evidence to suggest it has reached a point where investment or partnership would be warranted.

Not evidenced: No financials, revenue, customer data, or traction metrics are available. The project is not yet a commercial entity.

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Customer Segments

evidenced

The description states: "Screen-time numbers are easy to ignore. We wanted your habits to become something you could actually see and care about."

This indicates the primary customer segment is individuals who struggle with screen time management and seek a more emotionally engaging way to monitor their digital habits.

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Value Propositions

evidenced

The description states: "Wasting time on phone weakens Doomo; studying and completing small real-world quests help him recover."

This describes the core value proposition: transforming user behavior into an emotional companion that responds to daily choices, making screen-time awareness more personal and engaging.

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Channels

inferred

Based on the technology stack mentioned (React Native, Android usage data, Codex, GPT-5.6), it can be inferred that Doomo is distributed through mobile app channels, likely Android-based, with potential integration points for Google Classroom.

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Customer Relationships

inferred

From "We turned screen habits and learning progress into an emotional companion instead of another analytics dashboard," it can be inferred that the relationship model involves nurturing an emotional connection between user and virtual companion, rather than transactional or purely informational interaction.

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Revenue Streams

not evidenced

The description does not mention any revenue models, pricing strategies, or monetization approaches. No indication is given about how Doomo would generate income.

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Key Resources

evidenced

The description states: "We used Codex and GPT-5.6 with React Native, Android usage data, an offline behavior engine, and spaced-repetition study cards."

This indicates key resources include AI tools (Codex, GPT-5.6), mobile development framework (React Native), Android system integration capabilities, behavioral analytics engine, and educational content systems.

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Key Activities

evidenced

The description states: "We used Codex and GPT-5.6 with React Native, Android usage data, an offline behavior engine, and spaced-repetition study cards."

This indicates key activities involve AI-powered content generation (Codex, GPT-5.6), mobile application development (React Native), system integration with Android usage tracking, behavioral modeling, and educational card creation.

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Key Partnerships

inferred

From "Integrating google classroom for more personalized feel and realtime conversation," it can be inferred that Doomo may partner with educational platforms like Google Classroom to enhance its functionality and user experience.

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Cost Structure

not evidenced

The description does not provide information about operational costs, development expenses, or resource allocation strategies. No details are given about the financial structure of building or maintaining Doomo.

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Evidence & Gaps

  1. Customer Segments: evidenced - Based on "Screen-time numbers are easy to ignore. We wanted your habits to become something you could actually see and care about."
  2. Value Propositions: evidenced - Based on "Wasting time on phone weakens Doomo; studying and completing small real-world quests help him recover."
  3. Channels: inferred - From technology stack (React Native, Android usage data) and project context.
  4. Customer Relationships: inferred - From "turned screen habits and learning progress into an emotional companion" statement.
  5. Revenue Streams: not evidenced - No mention of monetization or pricing models.
  6. Key Resources: evidenced - Based on "We used Codex and GPT-5.6 with React Native, Android usage data, an offline behavior engine, and spaced-repetition study cards."
  7. Key Activities: evidenced - Based on same statement as key resources.
  8. Key Partnerships: inferred - From "Integrating google classroom for more personalized feel and realtime conversation."
  9. Cost Structure: not evidenced - No information about operational or development costs.

Questions that would convert inferred blocks to evidenced:

  1. Channels: What specific platforms or distribution methods will Doomo use?
  2. Customer Relationships: How does the emotional companion model work in practice?
  3. Revenue Streams: What monetization strategies are planned for Doomo?
  4. Key Partnerships: Which specific educational platforms or services will Doomo integrate with?
  5. Cost Structure: What are the primary cost drivers in developing and maintaining Doomo?

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Source

Submitted to the OpenAI 2026 hackathon on Devpost. Project home on DevPost.

The analysis above was generated by a language model from the project's own one-line description. It is not independent research and contains no verified traction, revenue or customer data.