Designing for the last ten minutes before sleep

Dreamify is used at a child's bedside. Viola is mostly used in the minutes before sleep. Designing for that moment is unlike designing for anything else, because the person is not really using the app; they are trying to stop using everything.
The room is dark
Whatever the system theme, the screens that appear at night are low-contrast and warm. No white backgrounds. No large bright areas. Controls big enough to hit without looking, because the person is looking at a child or at nothing at all.
Audio is the interface
Once a story or a scene starts playing, the screen is a remote control, not a destination. Play, pause, the sleep timer, and nothing else. We moved everything that invites exploration, such as browsing, settings and history, out of the night-time flow entirely. You can get to it in the morning.
Pacing
Narration for sleep is slower than narration for a commute, with real pauses between sentences. We tuned this by listening with our own eyes closed, which sounds unscientific and was the only method that worked. If the voice makes you want to open your eyes, it is too fast.
Nothing that asks a question
No rating prompts, no upsells, no "did you know", no permission requests in the night-time flow. A question at 9 p.m. is an interruption; at bedtime it can undo the whole point of the app. Those moments are for the morning, after a good result, when the person is awake and glad.
Ending well
The sleep timer fades the audio slowly and the app goes quiet afterwards. No end-of-story screen, no "play next", no chime. The best outcome is that nobody touches the phone again until morning, and the app is designed to make that the default rather than the exception.
What this taught us about the rest
Designing for the hardest moment made the ordinary moments better too. Fewer screens, fewer questions, more trust that the person knows why they opened the app. It is a discipline we now apply everywhere, even in a coffee loyalty app at 8 a.m.