Professional Documents
Culture Documents
Attentive Design
Attentive Design
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Attentive Design
How to build sustainable, self-controlled
attention with digital design?
Julia Racsko
2018 HEAD Genève
Mark Weiser in his seminal paper The Coming Age of Calm Technology 2
(1996) outlined the major waves of computing, considering them as
changes that fundamentally alter the place of technology in our lives.
The first wave is linked to the invention of the mainframe computer
from the 1940s, where many people share one computer, followed
by the wave of one personal computer for each person in the 1980s.
According to Weiser, the next step would take place when the internet
would connect personal computers, ushering in the current wave
of ubiquitous computing. Each person would use several devices.
These devices also provide a constant and instantly accessible source
1 Mark Weiser and John Seely Brown: “The Coming Age of Calm Technology” Xerox PARC,
1996.
2 Ibid.
1
of information (that is, when the bandwidth is wide enough and the
battery is charged). Smartphones act as an ‘external brain’, keeping us
constantly connected not only to information that we selected to store,
but also to anything that is accessible through the World Wide Web.
All computers and peripheral devices collect, process and
provide information between themselves, their users and more
recently (and problematically) to different companies offering
services through them.
The observation motivating my reflection on Attentive Design is
that with the overabundance of technologically mediated information
available at any given moment, attention has become the new
scarcity, as Herbert Simon famously pointed out decades before the
appearance of the internet:
5 “How IOS Security Really Works - WWDC 2016 - Videos” Apple Developer developer.
apple.com/videos/play/wwdc2016/705/ (accessed January 1, 2018)
6 Andrews, Sally, David A. Ellis, Heather Shaw, and Lukasz Piwek: “Beyond Self-Report:
Tools to Compare Estimated and Real-World Smartphone Use” 2015, PLoS One, 10 (10),
1–9.
7 Winnick, Michael: “Putting a Finger on Our Phone Obsession” Resources for Remote,
Qualitative and in-Context Research, blog.dscout.com/mobile-touches (accessed January
1, 2018)
8 In this study, the average daily screen time was ‘only’ 145 minutes, and 225 minutes for
heavy users, but the interactions done on a locked phone screen, like viewing a new
notification or message, were not counted. These untracked interactions actually add up
to almost half of all phone interactions, so the results most likely are fairly similar in this
and the previous study which measured screen time.
9 Ian Towers, Linda Duxbury, Christopher Higgins, John Thomas, (2006) “Time thieves and
space invaders: technology, work and the organization”, Journal of Organizational Change
Management, Vol. 19 Issue: 5, pp.593-618
3
The reasons we glance or pick up our smartphones vary from
simple things like checking the time or turning off the alarm to reading
the news, writing emails and communicate with loved (and less
loved) ones throughout the day. It can inform, remind and entertain,
or even help us avoid other people. After coordinating meetings, the
second most reported reason to engage with smartphones was to
avoid boredom10 (a fact which will turn out to be important later on in
this research).
14 Gazzaley, Adam, and Larry D. Rosen: The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016.
5
enables to easily circumscribe three types of attentional limitations
relating to when (expectation), where (directionality) and how long
(sustainability) something remains within the scope of its light.15
6
The expectation relative to the selection of an object depends on
past events, present internal goals or external perceptions and future
actions, or to put it simply, one notices what one is searching for. The
direction can be internal or external: if we want to recall a memory
or name, we need to ignore external stimuli as well as internal ones,
e.g. hunger. Sustaining the spotlight of our attention on an object
depends on the present state of our brain (fatigue, age, time of day,
etc) and how engaging that object is, which in turn depends on the
individual’s motivations and goals, connecting back to the aspect of
expectation. Maintaining our focus for an extended period of time can
become uncomfortable, and is often perceived as lingering on a boring
object or situation.
To sum it up, attention is one’s available cognitive capacity divided
between selecting an object to focus on and suppressing all other
stimuli, and what controls the process of selection and suppression is
expecting, directing and sustaining our cognitive capacity on an object.
Another important factor mentioned by Gazzaley and Rosen is
our limited working memory. The function of the working memory
is to hold information in our mind for a brief amount of time when
a stimulus is no longer present, bridging perception and future
action.16 To connect incoming information with our next move it is
necessary to maintain a sense of continuity, and this connection can
be easily disturbed as there is only so much information (7± 2 “chunks”
according to Miller’s law 17) that one person can hold in their mind at
the same time.
Last, but not least, it is important to note how setting goals is
much easier than enacting them, which is where the crucial notion
of interference enters the picture. Gazzaley and Rosen characterise
interference as “something that hinders, obstructs, impedes, or largely
18 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p5.
8
If someone talks to you while you are reading this, that’s a case of
external distraction. If you respond, then the other person’s comment
becomes an interruption. However if you linger on a previous
comment of this person while reading the next day, that is an internal
distraction. If it stops you in your reading, than you have internally self-
interrupted yourself.
Although in the last paragraphs, the susceptibility to interferences
appears to be a flaw of our mind, it should in fact count as a vital
component of the survival skills for mobile organisms. Noticing
the quiet steps of a predator or the glimmering of a stream could
mean life or death in prehistoric times. In the contemporary urban
environment, one could say red traffic lights interfere in the task of
driving to our destination in order to save the pedestrians (and the
driver from prison time). On the down side, interferences disturb the
process of selectivity, make it more challenging to ignore irrelevant
stimuli or fill up the working memory with information which may be
irrelevant. Interruptions also force the mind to engage in multitasking,
which, as we will see, is merely switching between different goals and
neural networks.
There are so many things that can interfere with executing even
a simple task, as everyone can confirm who has been standing in
their kitchen and not knowing why and how they got there. Potential
interferences multiply as our goals get more complicated and distant in
space and time. A general principle is that the more complex a system
(our own mind, our goals or our environment), the more vulnerable it
becomes to interferences. As Gazzaley and Rosen put it,
[t]he conflict is between our goal-setting abilities, which are so
highly evolved [...] and our goal-enactment abilities, which have not
evolved much at all from our primitive ancestors [..]. It is this conflict
that results in goal interference, and generates a palpable tension
in our minds—a tension between what we want to do and what
we can do.19
19 Ibid. p. 9
9
The gap of what we could do and what we actually achieve is an
important illustration of the limits of our attention. In typical cases,
our goal-setting is the result of a top-down internal thought process
started by inserting a time delay to pause and reflect between
perception and action. It is in this short timeframe that we exercise
executive functions: we evaluate the situation and decide on our
next action. Indeed the scale of top-down control is what mostly
makes the human mind special.20 Goals alter not only our actions but
also our perception of the world21, and often conflict with external,
stimulus-driven bottom-up influences that prompt automatic actions.
To demystify what this means, let’s take an example from our digital
environment: you set the top-down goal of writing down a reminder
on your phone when walking out of the office in the evening. However,
there are two notifications on the lockscreen: a work email and an app’s
marketing message, prompting you to take a decision: engage with
them, delay them or ignore them. Let’s say you delete the marketing
message, but you check the work email, which may delay the original
goal (writing a reminder), or make you forget it. Or you can go on with
the reminder and then check the email, or go on ignoring the email
until next morning (although it may occasionally pop up in your head
during the evening.) Among many other interferences, the red traffic
light at the pedestrian crossing in front of the office is vital in order to
not step in front of a car while executing the top-down goal of writing
this reminder; still, glancing up to the traffic light slows down the
original goal of typing the reminder. However, the two bottom-up
perceptions of notifications on the lock screen also required immediate
decision-making and maybe further engagement, and may have even
distracted you from the traffic light.
20 F. L. Coolidge and T. Wynn: “Executive Functions of the Frontal Lobes and the
Evolutionary Ascendancy of Homo Sapiens” Cambridge Archaeological Journal 11, no. 2
(2001): 255–260. Quoted in Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind:
Ancient Brains in a High-Tech World. MIT Press, 2016.
21 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p. 24.
10
Interferences in themselves are necessary to perceive and interact
with our environment: other people, urban spaces or nature. Since
these signals come from a given context, most of them are specific and
relevant to our current situation, unlike the omnipresent smartphones
and all the notifications that reach out everywhere, at all times.
13
In the first part of this research, we looked at what is comprised
in a somewhat simplified but hopefully nonetheless accurate theory
of attention, in what ways our cognitive capacity is limited, and how
interferences run up against these limits. As what we pay attention
to tends to be some kind of information, we also covered the fact that
our information consumption behavior can be usefully described as
maximizing by following optimization strategies. The second part
will examine how the limits of sustainable attention manifest in our
information-rich and high-interference digital environment.
14
Attention and economy
The methods developed to capture attention
The fact that attention is a finite resource is not a problem in itself.
Aiming to efficiently convey information has a long tradition with
diverse methods, from the ancient Latin book Rhetorica ad Herennium26
through newspapers to Wikipedia. However, these were not designed
for engagement per se, unlike what seems to be happening nowadays,
when “there are literally billions of dollars being spent to figure out
how to get you to look at one thing over another.” 27 Why and how did it
become so important to be noticed just for the sake of it?
The first instance of using attention as a success metric was in
a paper of Sergey Brin and Lawrence Page titled The Anatomy of a
Large-Scale Hypertextual Web Search Engine28. Unlike Google, other
search engines at the time produced “results [that] are often amusing
and expand users’ horizons, [but] they are often frustrating and
consume precious time.” 29 (Note how spending time unnecessarily is
yet considered a failure, not a success metric.30) How the PageRank
algorithm deemed a result relevant or not was, among other factors, to
Companies will say that their goal is to make the world open and
connected or whatever. [...] But if you were to actually look at the
dashboards that they’re designing, the high-level metrics they’re
designing for, you probably wouldn’t see those things.33
31 Brin, S. and Page, L: “The Anatomy of a Large-Scale Hypertextual Web Search Engine”
(1998)infolab.stanford.edu/~backrub/google.html (accessed January 1, 2018)
32 Google. Our company. google.com/intl/en/about/our-company/ (accessed January 1,
2018)
33 Williams, James interviewed by Gallagher, Brian. Modern Media Is a DoS Attack on Your
Free Will. Nautilus, Sep 21, 2017. (accessed January 25, 2018) nautil.us/issue/52/the-hive/
modern-media-is-a-dos-attack-on-your-free-will
34 Facebook’s login page welcomes users with these words: “[c]onnect with friends and
the world around you on Facebook”, not mentioning the price of collecting data and
receiving personalized advertising, or how hard it is technically and psychologically
to disconnect from Facebook. Twitter also opens with the promise of connecting and
keeping you updated, avoiding the topic of advertisement.
16
To see another important factor for the attention economy
emerge, we have to jump to the appearance of social networks,
when considering time spent on a site became a success metric, with
a prominent place in their annual reports. Facebook competes to
“provide social and communication products and services that are
designed to engage users and capture time spent on mobile devices
and online.” 35 Or take Tencent’s goal “to engage a large pool of casual
gamers and gradually advance them to mid-core and hard-core
categories”, as declared in their 2016 Annual Report.36 As for Twitter
user’s level of engagement and ad engagement, it is critical to its
success,37 as their revenue comes from advertisers. If these explicit
goals are not transparent enough, Sean Parker (president of Facebook
between 2004 and 2006), acknowledged in 2017 that the company’s
intention while building the product was to “consume as much of your
time and conscious attention as possible”,38 that they are “exploiting
a vulnerability in human psychology” and that they also “understood
this, consciously, and [...] did it anyway.” Tristan Harris, former design
ethicist at Google, concurs with Parker’s assessment: “[product
designers] play your psychological vulnerabilities (consciously and
unconsciously) against you in the race to grab your attention.”
When looking for evidence of their efforts, there are plenty
of examples to choose from. The bottomless feeds–used e.g. by
Twitter or Facebook–present themselves as particularly rich sources
of information in order to delay our transfer to the next source; they
also became a content delivery standard in the industry. The reverse
chronological order visible on the timestamp of each post evokes an
35 Facebook, Annual reports, 2016. investor.fb.com/financials/?section=annualreports
(accessed January 1, 2018)
36 Tencent, Annual Report, 2016. tencent.com/en-us/investor.html (accessed January 1,
2018)
37 Twitter, Annual report, 2016. investor.twitterinc.com/annuals-proxies.cfm (accessed
January 1, 2018)
38 Sean Parker: Facebook was designed to exploit human “vulnerability”, Nov 9, 2017, axios.com/
sean-parker-facebook-exploits-a-vulnerability-in-humans-2507917325.html (accessed
January 1, 2018)
17
unnecessary sense of urgency and immediacy. Notifications use similar
or identical signals within an application, regardless of the importance
and urgency (if at all) of the content. Some social media platforms even
introduced pseudo-notifications: these can be a marketing message
from the platform itself, other user’s activities or a suggestion based
on accumulated data about the user39, all coming through the same
channel where we interact with real people.
Video streaming services are also guilty in deliberately exploiting
vulnerabilities of attention and self-control to increase user’s time
spent in front of their content. Netflix actively encourages binge-
watching its content (movies and TV series) by small design tricks, such
as opting out of streaming the new video instead of actively starting it,
and they are not alone: YouTube also starts autoplaying the next video
on the recommendation list, unless the user actively opts out.
22
Although Balkan is mainly worried about the ownership of user’s
data, there are several components relevant to attention on all three
levels, which I have highlighted above. Balkan puts privacy and
ownership of information forward; he cites Shoshana Zuboff’s term
‘Surveillance Capitalism’,47 where hooking users to a digital product is
instrumental to ‘farm’ them for all the digital information they leave
behind. However, the main problem, according to James Williams (a
doctoral researcher at the Oxford Internet Institute and the cofounder
of the Time Well Spent movement) is exploiting psychological biases.
Digital products and services “move us toward goals that may or may
not align with our own [...] the core challenge of the Internet is that it
optimizes more for our impulses than our intentions” 48. This disparity
is the main concern of the Time Well Spent movement49, a “non-profit
organization dedicated to creating a humane future where technology
is in harmony with our well-being, our social values, and our democratic
principles” 50 founded by Tristan Harris and James Williams. The
movement is working to change the situation on three different levels
at the same time: empower users, so their choices pressure businesses
to change; empower designers to create better products and advocate
in their companies for change; and demand governmental pressure
for more humane business models and to advise for better policies on
user protection.51
23
To see how the attention economy can threaten well-being,
social values, and democratic principles, all depending on several
variables, we need to revisit the conclusions of the first part of this
research: interferences eating up our limited cognitive capacity, and
our information consumption habits, to see how they play out in
the long term.
24
How is our mind affected?
Controlling the self and the phone
Recalling the introduction, where the dscout study52 was presented,
the researchers also asked users to give a quantitative estimate of
their interactions with their device, and whether they intended to
change their behavior after learning the real number. As it turned
out, participants were shocked by the numbers, and then displayed
little or no will to change; could participants have considered them
‘touches well spent’? According to the research done by the Time Well
Spent movement, the answer is ‘no’. Using data from Moment, an app
that tracks smartphone screen time per application, and combining it
with user’s self-reports on their level of happiness or regret after using
different applications, the results showed that there is an optimal daily
use when an app still leaves its users feeling happy, more than that is
countereffective 53–at least according to their own rating.
Before describing the particular cognitive consequences of the
attention economy, it is necessary to shortly address the issue of user’s
sense of control over their devices. Why did the empirical evidence
about how participants use their own smartphone make them feel
powerless instead of empowered?
Although one can try to describe the multifunctionality of
smartphones as the digital equivalent of a Swiss army knife, our
interactions and emotional relationship to these objects is quite
52 Winnick, Michael. Putting a Finger on Our Phone Obsession. Resources for Remote,
Qualitative and in-Context Research, blog.dscout.com/mobile-touches (accessed
January 1, 2018)
53 App Ratings, Time Well Spent. timewellspent.io/app-ratings/ (accessed January 1, 2018)
25
different. The latter is undoubtedly a tool under the (proficient
or clumsy) control of whoever is holding it, while the hierarchy of
command with the former is not so clear–for instance, our devices can
make us jump out of our skins with an unexpected loud ringtone. And
if we have been subjected to the methods of Hooked–which we most
probably have been, through one digital application or another–then
technology may reach out to us inside our minds, offering to deliver
information, which informavores 54 would have trouble forgoing, and
for good reason: “Information has value, and the right information has
enormous value.” 55 Still, when information is abundant and attention
is scarce, simply increasing our consumption does not automatically
guarantee that we will find just the right information. For one, the idea
that having access to “more information would automatically make us
all smarter as individuals or as a society” is a naïve notion.56 Secondly,
“[e]ven if we evaluate [our behavior with technology and information
intake] in terms of the goal of optimal foraging of information, it still
seems that our behavior is not optimal” 57. One of the main features of
digital media is the extremely low cost of accessibility, thus rendering
the continuing execution of information foraging inept; we design
58 Williams, James interviewed by Gallagher, Brian. Modern Media Is a DoS Attack on Your
Free Will. Nautilus, Sep 21, 2017. (accessed January 25, 2018) nautil.us/issue/52/the-hive/
modern-media-is-a-dos-attack-on-your-free-will
59 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p. 123.
60 Tara García Mathewson: Can This Game-like App Help Students Do Better in School?
Nov 29, 2017. wired.com/story/can-this-game-like-app-help-students-do-better-in-
school (accessed 30 Jan 2018)
27
The trail of the spotlight
Imagine looking for a jar of raspberry jam in the dark pantry with a
flashlight. How would you start looking for it? Scan each shelf from left
to right? Jumping quickly between different points or waving around
the lamp would not show you the position of the objects relative to
one another, which is necessary for constructing a mental image of
the room; otherwise the discovery of the raspberry jam would be
left to chance. If the trail of the light was recorded by long-exposure
photography, scanning the shelves would show horizontal lines with
the occasional diversion, loosely mapping the structure of the room,
whereas the waving would draw an incoherent mess of focus points.
The more orderly movement would probably reveal the jam sooner.
28
Carrying further the strong visual metaphor of attention as a
flashlight enables us to express the feel of our current habits of media
and information consumption. Although looking for a specific object
or information in a finite space is the opposite of trying to navigate in
the information glut of our current media environment, the choices
of movement are analogous. We can randomly direct our focus
wherever chance (or rather skillful design) draws it, or move it with
intent during the occasional interruptions (direct the light at the floor
or at the slight peripheral movement in the corner). Problems arise
when we find our attention constantly drawn by the ever-renewing
and engaging technological environments: instead of resisting
these momentary impulses to find deeper engagement and possibly
enjoyment, “the current conditions of our modern, high-tech world
perpetuate [foraging] by offering us greater accessibility to feed [our]
instinctive drive and also via their influence on internal factors such
as boredom and anxiety.” 61 From the outside, this is often labelled
multitasking, which is in fact only frequent switching between objects
and their corresponding neural networks. We experience this when
our reading speed significantly slows down if we simultaneously
engage in instant messaging.62 We recall less of what we have read,
even if we don’t switch to the message.63 Instead of calmly moving
the flashlight of our attention to connect and organize the incoming
stimuli to each other and previous experiences, ‘all meaning gives way
to mere “information.” ’ 64
61 Ibid. p. 13.
62 Laura L. Bowman, Laura E. Levine, Bradley M. Waite, and Michael Gendron. 2010: “Can
students really multitask? An experimental study of instant messaging while reading”
Comput. Educ. 54, 4 (May 2010), 927-931. dx.doi.org/10.1016/j.compedu.2009.09.024
63 D. S. Niederhauser, R. E. Reynolds, D. J. Salmen, and P. Skomolski: “The influence of
Cognitive Load on learning from Hypertext” Journal of Educational Computing Research, 23,
no. 3 (2000): 237-255., quoted in Nicholas Carr, The Shallows–What the Internet Is Doing to
Our Brains (New York: W. W. Norton&Co.), Chapter 7
64 Crawford, Matthew B. World Beyond Your Head : On Becoming an Individual in an Age of
Distraction. Ebook. Farrar, Straus and Giroux, New York, 2015.
29
During frequent network switching, we have adapted to the
state of ‘continuous partial attention’ 65: our focus is mostly in transit
between two objects instead of being actually doubled to contain
multiple objects of focus. However, this adaptation comes with a price:
“we seem to have lost the ability to single task.” 66 The mere presence of
a smartphone reduces our cognitive capacity “by taxing the attentional
resources that reside at the core of both working memory capacity and
fluid intelligence.” 67 Sadly, being aware of these detrimental effects
and occasionally getting rid of the smartphone is not a psychologically
viable solution. The signs of emotional dependence of users include
“phantom pocket vibration syndrome, FOMO (fear of missing out),
and nomophobia (fear of being out of mobile phone contact)”.68
Though the symptoms are very specific to technology, being afraid
of the possibility of boredom, anxiety and loneliness is not. Applying
our focus exclusively on one and only one thing was always difficult
due to our susceptibility to interference by information. However,
an environment that resembles the spaceship in Wall-E 69 or even a
permanently connected phone interferes with our capability to focus
on a whole different magnitude than a library.
By now, we have established that the constantly increasing
information intake and self-interruption is not optimal for human
information consumption and integration, or, to put it more simply,
it will make us the opposite of smart and more productive. Giving
up some of the comfort provided by devices in order to control their
65 E. Rose: “Continuous Partial Attention: Reconsidering the Role of Online Learning in the
Age of Interruption” Educational Technology Magazine: The Magazine for Managers of Change
in Education 50, no. 4 (2010): 41–46., quoted in Gazzaley, Adam, and Larry D. Rosen. The
Distracted Mind: Ancient Brains in a High-Tech World. MIT Press, 2016. p. 111.
66 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p. 112.
67 Adrian F. Ward, Kristen Duke, Ayelet Gneezy, And Maarten W. Bos: “Brain Drain: The
Mere Presence of One’s Own Smartphone Reduces Available Cognitive Capacity.” JACR,
volume 2, number 2. Published online April 3, 2017. dx.doi.org/10.1086/691462 (accessed
January 1, 2018)
68 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p. 136.
69 Stanton, Andrew, et al. WALL-E. Burbank, Calif: Walt Disney Home Entertainment, 2008.
30
own attention and mental effort is a price that Aral Balkan and other
politically motivated technologists are willing to pay to be “free as in
freedom”.70 For others, the price of being less productive and sharp
could be an incentive to resist the internal and external interruptions71.
However, rational reasons standing against an emotional pull
require constant monitoring of one’s own technological interactions
and a whole lot of self-control. On the level of personal well-being,
why should we preserve the capability to do one task at a time and
withstand moments of boredom? Can we say for sure that the humans
of Wall-E in their idle state of constant entertainment are not happy?
When reviewing the emphasized parts one by one, the first and
glaring difference between optimal experience and pleasure is
the necessity to confront a task; thus it is harder to attain as we can
“experience pleasure without any investment of psychic energy,
whereas enjoyment happens only as a result of unusual investments
of attention”. If someone does invest psychic energy and fully pays
attention, she can lose herself in the activity, and emerge with “a
stronger, more confident self, because more of their psychic energy
has been invested successfully in goals they themselves had chosen
to pursue.” Pleasure “helps to maintain order, but by itself cannot
create new order in consciousness.” What Csíkszentmihályi calls
ordered consciousness is “a struggle for establishing control over
attention”, not against, but “for the self”. Self-control here stands
not for controlling oneself and sticking to the top-down goals with
gritted teeth (although sometimes it feels like that) against internal
and external bottom-up stimuli, but to control one’s own flashlight of
attention, not because it’s virtuous, but because it is “more enjoyable,
and [...] it builds the self-confidence that allows us to develop skills.” 80
During an optimal experience, top-down and bottom-up goals merge
into one single drive. “When the information that keeps coming into
awareness is congruent with goals, psychic energy flows effortlessly.” 81
However, when an incoming information disrupts our goal enactment,
it also disturbs the order in our consciousness and rebuilds the divide
79 Ibid
80 Ibid.
81 Ibid.
33
between bottom-up and top-down goals. To constantly live in flow
is impossible, but creating very little of it makes for a dreary life.
“Prolonged experiences of [unordered consciousness] can weaken
the self to the point that it is no longer able to invest attention and
pursue its goals.” 82 Transferring the control over our attention and
letting in a large number of interferences damages the top-down goal-
setting capabilities.
Fully attending to any goal, task or object is really like an investment–
it takes some time to reap the rewards. If the initial investment of time
and attention does not happen, the task (anything from painting to
flossing) that someone skilled in that activity thoroughly enjoys, seems
boring to others. The person who can achieve the optimal experience
using a certain skill has already “trained their attention to process
signals that otherwise would pass unnoticed.” 83 This applies to tiny
chores (e.g. flossing) as well: improving it every day is more fun than
hating it every day, transforming it from routine to a possible ritual.84
The skilled person sees well-organized information where others see
chaos or nothing, and the two latter do not stand much of a chance
against instantly accessible and gratifying information.
Remembering the amount of daily interactions with the
smartphone and recalling the simultaneous use of screens and the
susceptibility for (self-)interferencing, it is easy to comprehend how
digital products can disrupt an optimal experience by derailing
the intended trail of our focus. Smartphones alone can generate
anxiety, even when they are not present. “Out of sight was clearly
82 Ibid.
83 Ibid.
84 The available benefits stemming from attentiveness to mechanical activities is
described well in the book of Sennett, Richard: The Craftsman. Ebook. 2008, Penguin
Books, London. “At its higher reaches, technique is no longer a mechanical activity;
people can feel fully and think deeply what they are doing once they do it well.” With
full focus, almost any activity can be an opportunity to order our consciousness, still, it is
exhausting to try this with every activity.
34
not out of mind” 85, making it impossible for their users to sustain full
concentration. Distractions and interruptions (even internal ones)
snap us out of optimal experiences; exploiting the susceptibility to
interferences essentially equals to ruining the free flow of psychic
energy or attention.
What is a little less evident is how digital interferences and hooks
prevent an experience from becoming optimal in the first place.
According to a study cited at the beginning, the second most reported
reason for picking up the phone is (intellectual or emotional86)
boredom,87 which has an important role: “boredom will motivate the
pursuit of new goals as the intensity of the current experience fades” 88.
These moments without action are small windows of opportunity
when we can find a new task or goal. “By motivating desire for change
from the current state, boredom increases opportunities to attain
social, cognitive, emotional and experiential stimulation that could
have been missed.” 89 If these uncomfortable seconds of micro-decision
are exploited by the design patterns of products that thrive in the
attention economy and provide a seemingly infinite amount of more
satisfying information, then giving our full and undivided attention to
a challenging task will require truly extraordinary feats of self-control
(the gritted teeth kind). After all, as M. Crawford says,“[w]hat sort of
85 Cheever, Nancy A., Larry D. Rosen, L. Mark Carrier, and Amber Chavez: “Out of Sight
Is Not Out of Mind: The Impact of Restricting Wireless Mobile Device Use on Anxiety
Levels among Low, Moderate and High Users.” Computers in Human Behavior, 37, August
2014, 290–97. Quoted in Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient
Brains in a High-Tech World. MIT Press, 2016. p. 173.
86 “[T]he reason behind the constant task switching is a desire to feed emotional needs—
often by switching from school work to entertainment or social communication—rather
than cognitive or intellectual needs.“ Gazzaley, Adam, and Larry D. Rosen. The Distracted
Mind: Ancient Brains in a High-Tech World. MIT Press, 2016. p. 116., quoting Z. Wang and J. M.
Tchernev, “The Myth of Media Multitasking: Reciprocal Dynamics of Media Multitasking,
Personal Needs, and Gratifications,” Journal of Communication 62, no. 3 (2012) p. 493–513.
87 Pew Research Center. The Smartphone Difference. April, 2015. pewinternet.
org/2015/04/01/us-smartphone-use-in-2015/ (accessed January 1, 2018)
88 Bench, Shane W., and Heather C. Lench. “On the Function of Boredom”. Behavioral
Sciences 3.3 (2013): 459–472. PMC. Web. (accessed January 23, 2018)
89 Bench, Shane W., and Heather C. Lench. “On the Function of Boredom”. Behavioral
Sciences 3.3 (2013): 459–472. PMC. Web. (accessed January 23, 2018)
35
outlier would you have to be, what sort of freak of self-control, to resist
those well-engineered cultural marshmallows?” 90 Literal or figurative
marshmallows do not measure up to the optimal experience, but
quite successfully compete for the same limited time and attention.
Products hooking our attention most likely deprive us of possibly
entering the flow state, which, similarly to how daily distractions
add up to distracted weeks and months, turn into extended periods
of attentional underinvestment, of stunted self-development and
enjoyment.91 While losing boredom 92 is not something to immediately
regret, by losing the motivation to pursue new goals, we risks gaining
less self-confidence, less meaning and less time well spent in our lives.
“Everything we experience—joy or pain, interest or boredom—
is represented in the mind as information.” 93 By carrying around a
constantly connected device in our pocket and by filling the spaces
around us with ever-renewing and engaging technological media
that gives us more information and others an access to our attention,
we are–indirectly and inadvertently–sabotaging our capacity to
freely invest our psychic energy and experience true enjoyment. As
Csíkszentmihályi states: “If we are able to control [the incoming flow
of] information, we can decide what our lives will be like.” 94
One thing about design and technology that gives hope (and
sometimes causes fear) is that being made by people, it can also be
corrected by them (with certain caveats). Still, if the number of daily
active users amounts to the billions,96 optimism requires a stretch
of the imagination. If we recall Collingridge’s statement: “when
change is easy, the need for it cannot be foreseen; when the need for
change is apparent, change has become expensive, difficult and time
consuming” 97, then the problems of the attention economy clearly fall
in the latter category.
95 Kranzberg, Melvin. Technology and History: “Kranzberg’s Laws”. Technology and Culture 27,
no. 3 (1986): 544-60. doi:10.2307/3105385.
96 Facebook, Annual reports, 2016. investor.fb.com/financials/?section=annualreports
(accessed January 1, 2018)
97 David Collingridge. The Control of Technology. NY, St. Martin’s Press, 1980
98 Ken Garland. First Things first manifesto. 1964, The Guardian. designishistory.com/1960/
first-things-first/ (accessed January 8, 2018)
37
industry are wasted on [...] trivial purposes.” 99
The suggestion
addressed to their designer audience was to concentrate their effort
and skills on “education and public service tasks that promoted the
betterment of society” 100 without asking for the unrealistic measure
of totally abandoning consumer advertising. The designers neither
accused their clients of bad intentions, nor the public of being
gullible. Though the scale of information overload in 1964 was far
from ours, the manifesto started the conversation about the power
and responsibility of designing information and communication as
attention became a scarcity.
In order to find a way out and forward into a future where we
have better options than putting up with the psychological damage
described above or cutting ourselves off from all digital information
sources, the current digital media ecosystem needs corrections,
revisions (and sometimes an overhaul) on all levels. Many designers
work on some part of this arduous task; their tools range from small
everyday interaction design decisions to full-time activism and
research. I have tried to gather and organize a collection from books,
articles, public talks and some interviews I conducted with designers
with diverse career routes (freelancing, agency, large corporations),
who are committed in one way or another to affecting change. While
not all of them are necessarily involved with the question of attention,
they all try to design ethically, considering long-term effects, and
values expressed in qualitative goals next to financial earnings. A
comprehensive report and a short profile about each designer is
included in the appendix; the key points will be presented below in the
relevant solution space.
99 Ibid.
100 Design Is History: The First Things First Manifesto. designishistory.com/1960/first-
things-first/ (accessed January 8, 2018)
38
High-level ideas: manifestos, regulation,
legislation
101 George Soros: “Remarks delivered at the World Economic Forum” Jan 25, 2018.
georgesoros.com/2018/01/25/remarks-delivered-at-the-world-economic-forum/
(accessed January 30, 2018)
102 This research by no means claims to have a complete overview of these kinds of
documents and writings but rather wishes to compare the ones already presented in
Chapter 2.
103 Pavliscak, Pamela: “A positive design manifesto” Soundingbox.com Mar 12, 2015.
soundingbox.com/a-positive-design-manifesto (accessed January 30, 2018)
104 Design&Human. designandhuman.com (accessed January 30, 2018)
39
by conference talks. Although most of them do not point to specific
design solutions, they provide a useful starting point for envisioning a
different ecology of attention.105
Whereas the Ethical Design Manifesto tries to cover all aspects from
technology, economy and design, the Positive Design Manifesto focuses
only on the top part of the pyramid (human experience) and gives a
set of principles relevant to that. ‘Positive design’ is about “creating
possibilities” 106 by prioritizing autonomy (and later mastery), trust,
creativity, connection or community, and meaning. Comparing these
qualities with the requirements of ‘optimal experience’, we find many
common elements: achieving a goal is linked to autonomy or a sense of
control; the disappearing concern for the self implies trusting oneself
and the environment; choosing between different possible next steps
during flow is essential for creativity; and our invested engagement in
a certain task is due to its perceived meaning.
Another declaration of values are the principles and of
design&human107, Geoffrey Dorne’s company. They originate mainly
from user-centered design108, which underwent a significant change
from its first appearance. At its start, it mostly meant taking users
105 Scholars, e.g. Yves Citton (Yves Citton. Pour une écologie de l’attention. Le Seuil, 2014.) and
Roberto Casati (Roberto Casati. Contro il colonialismo digitale. Ebook. Gius. Laterza & Figli,
2014.), as well as the authors of The Distracted Mind also provide insights and suggestions,
however for the sake of brevity (and relevance, occasionally), and to stay in the realm of
design, we will only view the solution space of designers.)
106 Pavliscak, Pamela: “A positive design manifesto” Soundingbox.com Mar 12, 2015.
soundingbox.com/a-positive-design-manifesto (accessed January 30, 2018)
107 The principles are as follows:
Any design product is an act with meanings and intentions.
Form is the result of its product.
Innovation is social, not technological.
Design is a responsible and ethical work.
A product must be understood by its user, not the opposite.
Design can be poetic and human only if it is free and based on truth.
Design is to everyone’s attention whereas it’s open to all.
A designer shall guide its work with ethics and shall refuse to do some things.
In a human perspective, all technological possibilities aren’t to be done.
Design is human-centered before being product-centered.
108 Norman, Donald A., and Stephen W. Draper: “User centered design” New Perspectives on
Human-Computer Interaction, 1986.
40
into account while designing technology; now it is a complex field
on how to prioritize and harmonize various needs (messaging, data
collection) for different groups (clients, users, customers, patients, etc)
with sometimes opposing interests. Dorne’s preference for the term
‘human’ to ‘user’ follows Don Norman, who originally popularized the
concept of user-centered design, but changed the wording in a later
edition109. Design&human’s stance also echoes the sentiment of the First
Things First Manifesto when it calls for designers to work in a socially
responsible way and utilize their skills for meaningful contribution. His
approach, unlike the Positive Design Manifesto, is not directly related to
the topic of attention; the link comes from charging the business model
of companies thriving in the attention economy with being unethical.
113 The details on the construction of such a group of clients, quite understandably,
remained a mystery even after the interview.
45
luckily, often missing. It’s “just a matter of figuring out better ways”.
Thus an extensive, but by no means exhaustive collection of these
better ways will constitute the next and last part of this research.
116 Another fitting example is The Screenless Office, an artistic proposition initiated by
Brendan Howell: remain as connected as current workplaces are, but produce and
consume information solely on paper. The tools (printers, barcode scanners, etc.) exist,
but this alternative vision–excluding Microsoft, Apple and several other large hardware
companies that produce similar screen-centered objects–is even hard to envision.
“These interfaces have become so embedded in our conception of reality that we now
have a crisis of the imagination, where it is difficult to even think of anything different.”
The Screenless Office. screenl.es/diversity.html (accessed September 14, 2017)
47
A specific example of using an emotive value as a success factor
for Jérémie Fontana was trying to measure trust for legal or finance
projects, where clients had to upload sensitive documents. These
occasions are nevertheless rare, so neither he or Darja Gartner could
claim having an identifiable formalized process for these cases (though
the agency where Gartner works has a quite strict design flow). The
classic design research tools (e.g. user journey, persona, empathy map)
can facilitate a deeper understanding, but it’s hard to evaluate whether
a long-term goal has been indeed achieved or not, if the agency can
follow a project only for a short period and often does not have access
to the client’s analytics.
117 Seligman M.E.P., Csíkszentmihályi M.: “Positive Psychology: An Introduction” Flow and
the Foundations of Positive Psychology. 2014, Springer, Dordrecht
48
with defining a successful outcome with the other team, colleague
or executive coming to them. Would great design in that case equal
increased revenue, or something that moves you emotionally?
Depending on quantitative or qualitative aspect of the goal, the
time divided between specific activities changes, but the overall
design process stays the same. His team was constantly performing
qualitative research with a “sense of pragmatism” during a few weeks’
time for each project in order to produce insights, even though
“qualitative analysis requires more human hours.” In order to support
the increase in costs (or any change in general), Rumsey had to get
support from someone more senior, or gradually gain footing among
the different teams; in order to achieve this, he sometimes resorted to
communication tricks and quantifying whatever they were trying to
improve, often with the method of the ‘perceived value scorecard’, a
scale of 1 to 5 of basically anything that can’t be directly measured.
Shame menu)
120 Couchsurfing. couchsurfing.com (accessed January 30, 2018)
121 Edelman, Joe: Choicemaking and the Interface. 2014. nxhx.org/Choicemaking (accessed
January 30, 2018).
122 How these augmented menus might work in practice, as seen in the article’s
illustrations, is the browser asking the user why she is visiting facebook.com (for a quick
break, for organizing an event), color-coding whether that is a reasonable expectation
(red, green, red), and showing alternatives for a different activity (e.g. sunshine).
123 Edelman, Joe: Choicemaking and the Interface. 2014. nxhx.org/Choicemaking (accessed
January 30, 2018).
124 Ibid.
51
of the database is clearly valuable, and hindering a habit could help
breaking the cycle described in Hooked, complicating each interaction
with more decision-making is not attentive design; it merely adds
another layer of interference (which, granted, might relegate some
interruptions into mere distractions). Such an overly complex interface
is also very far from Uglow’s utopia of having a “happy place filled with
the information we love that feels as natural and as simple as switching
on a lightbulb” 125.
Other tweaks of existing softwares, for example widgets,
extensions, extra information in the browser to nudge us, block certain
sites, measure and inform about the time spent, number of visits,
etc. do empower the user in the present moment, but these band-
aids take away time and effort from what should be the main goal:
designing interfaces and interactions that do not require an added
layer of protection to stay psychologically harmless. Games that
promise to improve our cognitive capacities126 or digital detox camps
are also substitutes, displacing the blame and responsibility on the
users of digital product.127 Should we really have to run away from the
technology that we ourselves created and bought?
125 Tea Uglow: “An Internet Without Screens Might Look Like This”. TED Talk. May 2015.
ted.com/talks/tom_uglow_an_internet_without_screens_might_look_like_this
(accessed January 30, 2018)
126 Gazzaley, Adam, and Larry D. Rosen. The Distracted Mind: Ancient Brains in a High-Tech
World. MIT Press, 2016. p190
127 While technology prompts some addictive behaviors, it is not a substance that can
and should be fully given up. “What’s wrong with the digital detox is that it [...] focuses
on the demand side of digital addiction. We also need to talk about supply.” Beattie,
Alex: What’s Wrong With The Digital Detox? Medium.com, 19/12/2016 medium.com/@
amdbeattie/whats-wrong-with-the-digital-detox-5bf0e7d4029f (accessed January 29,
2018)
52
is (at least) one set of principles with concrete design suggestions128
that can be used right now for attentive design. Amber Case’s book
titled Calm Technology–building on Mark Weiser’s already mentioned
article, The Coming age of calm technology 129 –presents general rules and
specific examples for bringing calm design to life. The book follows up
on the technological changes since the writing of the original article by
updating some of the ideas and providing examples and an evaluation
tool. The principles are, as follows (the parts of particular relevance for
attentive design are highlighted):
128 Golden Krishna’s book, The Best Interface is No Interface, also presents some valuable
examples. Krishna, Golden. The Best Interface Is No Interface. The Simple Path to Brilliant
Technology. Ebook. New Riders, 2015.
129 Mark Weiser and John Seely Brown: “The Coming Age of Calm Technology” Xerox
PARC, 1996.
130 Case, Amber. Calm Technology: Principles and Patterns for Non-Intrusive Design. Ebook.
O’Reilly, 2016.
53
grabbing the center of attention and the entire topic of advertising, it is
nevertheless a practical resource for applying attentive design as far as
external interferences from technology are concerned.
So far, our research described perception as a binary concept
(whether something is lit by the flashlight or not); however, dividing
it into zones based on their resolution is helpful to design calm
communication patterns. While Weiser only mentions the center and
the periphery of attention, Case divides perception into three zones
(principles I and III): primary, secondary and tertiary, and advocates
using all of them appropriately. “We have high-resolution perception
in front of our faces [...] We can, however, hear sounds, see shapes, and
feel objects without having to directly look at them.” 131 Most of the
functions that we expect from a smartphone should not require our
undivided attention, or not for long; calm technology can minimize
these interferences (principle II). “Technology should allow us to shift
our attention to it very briefly, get the information we need, and shift
back, letting us attend to more things in our environment without
being overwhelmed.” 132
131 Ibid.
132 Ibid.
54
Each of the three zones have their appropriate style of notifications
which are not interchangeable: a tiny screen (and larger ones as well)
is informative and useful only in the center of our attention, even
when not all information it presents merits such a prominent place;
meanwhile the secondary and tertiary zones, quite inattentively, are
underused by our most common devices. “When a technology forces
a low-resolution update into the high-resolution space of your full
attention, it wastes your time, attention, and patience.” 133 Primary
attention is usually visual and direct, while the secondary zone’s
signals do not need direct and sustained focus to be perceived, mostly
consist of sound and touch; tertiary attention catches weak signs such
as distant sound, light, or environmental vibration. Each medium uses
a different channel, or a combination of them, e.g. the radio occupies
the secondary zone, and leaves all the others free, while a screen uses
the center of vision, but diminishes all the others zones, which is why
a GPS-navigator using sound is much preferred to a tiny screen during
driving. Or why a smart watchstrap with a tiny LED and vibration is
calmer and more attentive than an Apple Watch.134
136 Ibid.
137 Tea Uglow: “An Internet Without Screens Might Look Like This”. TED Talk. May 2015.
ted.com/talks/tom_uglow_an_internet_without_screens_might_look_like_this
(accessed January 30, 2018)
56
Conclusion
Marching through psychology, economy, design and other
domains to follow this research merits the reward of an extremely brief
summary. Besides, there is not one individual and all-comprehensive
answer to the original question of building sustainable and self-
controlled attention through digital design, but several fragments
and rough outlines of solutions, each of them meriting further
investigation; they cannot all be listed here.
57
In order to reduce private claims on attention and increase its
individual and public control, several types of steps are to be taken.
On the highest level, the options of legal solutions can set the wide
framework; still, legal solutions alone won’t be sufficient. Manifestos
or declaration of values give a direction without tools: a compass, not
a map. Zooming in to the level of individual business decisions, the
adopted behaviors and decision points start to diverge. The admirable
intention to align business metrics with personal ethics are not
executed the same way by everyone: the negotiations, compromises
(or lack thereof) and informative activities happen at different
moments of designers’ careers and in different ways. Evaluating each
job, each project or each decision, by giving talks, by educating clients
and interested people from all professions are all tried and proven
tools for raising awareness about our current attentional predicament
and creating the means for the actual design research needed to draw
the map towards attentive design.
For the design process strictly understood, two areas ought
to be revised: success metrics and design patterns. The methods
for collecting and using data about attention (and consequently
about emotions, experiences and other elusive concepts) are to
be reconsidered; at the same time, interactions and interfaces in
themselves and in context also have to change. The propositions range
from carefully calculated and iteratively evolving metrics, small tweaks
in information architecture, a coherent concept for communication
patterns, to artistic and playful visions; each of them valuable, however
modestly, on the road to attentive design.
58
59
60
Acknowledgements
First I would like to thank the designers who took the time from
their busy schedules to talk and give a glimpse into their professional
lives: Pamela Pavliscak, Ryan Rumsey and Geoffrey Dorne; and
especially to Jérémie Fontana and Darja Gartner, who also helped me
reach Ryan and Geoffrey.
Finally I would like to thank Daniel Pinkas for the patient and
thorough corrections, and for being a constant source of the references
this thesis needed. I have been extremely lucky to have a tutor who
cared so much about my work.
61
62
Appendix–Interviews
Methodology
“Basic human rights [...] are black and white and you cannot
negotiate some things.” [Darja] The right organization to protect
users should be an institution with real legislative(?) authority like
the EU or the UN, motivated by activists and associations, like the
Electronic Frontier Foundation. The communication can be more
challenging than in the everyday context of the agency among
colleagues or with clients as politicians can be ill-informed about the
digital world, so it’s very important to educate decisionmakers. As
the topic of attention hacking is closely linked to privacy issues, high-
level regulations should deal with them together. Bottom-up change
is happening at the same time as “the whole industry is thinking about
going in the right direction because people are not stupid and they are
using more and more ad-blockers to bypass all the trackers.” [Jérémie]
Design process
66
Ryan Rumsey
In his own words, Ryan is a “leader of innovative digital product,
design, and front-end development teams [...] delivering large-scale
solutions across a wide variety of industries, including Financial
Services, Healthcare, IT, Video Games, Customer Experience, and
Media. Concentration on developing Experience Strategy, Design
and Product Management practices in the enterprise space.” 140 His
past employers include Electronic Arts, where he led employee and
customer experience, a Nestlé R&D institution and Apple, where he
worked on enterprise tools.
Ryan also writes about how to establish a culture of design in large
companies on his Medium blog,141 and a popular talk (and blogpost) on
how to use design thinking methods to reprioritize one’s professional
goals and to figure out what kind of designer one wants to be.
“It’s all a balance, there’s no black and white to all that.” On a high
level, ethics is like religion or politics, everybody has their own truth
around it, though there’s a space for regulations similar to gambling.
Design can play a role in setting boundaries, but it may be too much for
a designer to advocate at governmental or international institutions.
“Not saying it’s impossible, but it’s a lot to take on.” However, designers
who do that and fight for radical change (e.g. Aral Balkan) make it
easier for other designers to reach more satisfying compromises and
find a balance between doing good design and good business.
140 https://www.linkedin.com/in/ryanrumsey/
141 https://medium.com/@ryanrumsey
67
What are these compromises exactly? “As a designer, I make the
choices of where my ethics are, where the lines are drawn, and try to
work for companies that have the same lines. When I come and work
for a company, I challenge them on where they want go to. It’s not just
designing products, it’s seeing whether they are willing to be their
word?” At the same time, businesses and users also determine what
ethics they can live with, and be responsible for that decision, although
it’s not easy to come to one and not just about business models but
about themselves as designers or human beings. “There will never be
a company I work for, a product I purchase that 100% fits everything I
align to, I change as well.”
Some concrete steps can be taken to ensure the company and the
designer working in it are on the same page: establish and agree on
a goal at the beginning, and delegate responsibility to individuals or
teams instead of a committee, otherwise there’s no accountability. If
the goal agreed upon is not met, then designers “always have choice, to
leave a job, to leave a career, to say no, there’s a lot of power in saying
that, and saying no is often the best way to measure how willing is the
company [...] to uphold the same integrity systems, the same ethics.
Sometimes they do, sometimes they don’t. I’m not afraid as a designer
[to say] that it crosses a line for me, that I won’t do that.”
Refusing to design certain things or to leaving a company is a
drastic step, well-communicated design research can change senior-
level decisions and avoid coming to this breakpoint. This, however,
does not mean leaving the business interest or constraints out of the
picture. “Even if you’re working at a non-profit, they are still governed
by money or time.”
Design process
Geoffrey Dorne
Geoffrey is an independent designer and founder of
design&human, a design firm putting a strong emphasis on human-
based approach (instead of user-centric). His clients include the Red
Cross, the Mozilla Foundation, other non-profits, governmental
institutions, large enterprises and startups. A graduate of ENSAD
Paris, he also worked for two years as a researcher at ENSADLab. He
is currently teaching at ENSCI Les Ateliers, and is also a co-creator of
The Walking Web podcast that discusses webdesign and digital design
in French. The interview was conducted in French, the report (and the
reason for any possible misunderstandings) is my translation.
70
could not have been naive about what they were doing. However, the
one with the most agency are the companies themselves, who could
be pursuing more interesting business models.
Considering these three levels, legislation could be a very powerful
tool, e.g. obligating companies to warn users about collecting data,
but it’s hard to write national laws for something that’s not tied to a
nation. Another way to give more space and emphasis to ethical design
would be on the model of ‘bio’ vegetables and fruits or ‘fair trade’
coffee: consumers might pay more for something that they believe to
be better for them and society in the long term.
71
Design process
Pamela Pavliscak
Pamela is a founder of Change Sciences, “an insights and innovation
firm. [Their] work is a cross between future foresight and design
thinking, ethnographic research and data science. [They’ve] helped
a wide range of clients envision and enact a more human, inclusive,
and prosperous future for their customers and constituents.” She is
also the author of the Positive Design Manifesto that states principles to
keep in mind during design that is made to last: autonomy/mastery,
trust, creativity, connection and meaning. When asked about how
she defined these principles, she said “it’s a combination of looking
at personal and other’s research on well-being has uncovered.” “They
all kind of live on [the] spectrum of happiness, and well-being is part
pleasure and enjoyment, part purpose and meaning. [...] I started
there. And then I started to do some of my own research and look at
what is it that people are feeling good about and where are their low
points in technology.”
72
Pamela also teaches at the Pratt Institute and gives talks on
different topics concerning emotion and technology. She is the author
of Data Informed Product Design, and the soon to be published
Designing for Happiness, both from O’Reilly Media.
“For people to [...] say ‘I don’t have bad intentions’ would probably
be pretty rare!” Regulations in themselves won’t solve it all, but
neither are they useless. “On the one hand, you hope that there’d be
a top-down initiative to take a better course towards well-being,
at the same time, we have a lot of agency as designers, developers,
researchers, consultants, and what we choose to do, how we choose
73
to do it, what we choose to work on.” And can she herself exercise
this agency? “I would feel comfortable with [saying no to a request],
certainly.”
“I wonder where or if these conversations are happening”
“that’s [...] been the goal of technology [...] to make lives easier,
make things fair for people, we all have that impulse if we’ve gotten
into technology probably even at the highest level. [...] So mostly
everyone I’ve worked with feels like they’re striving for a higher goal”
and “all our clients are pretty concerned with the customer or the
user.” The reason is that “[her] clients are a self-selecting group in a lot
of ways, because they have already made [the choice] to do things a
little differently and [she doesn’t] have to do a lot of convincing.” “The
most forward-thinking companies are trying to think 5 years out, 10
years out, what is long-term customer relationship going to look like
rather than just grab attention right now. I think that’s changing, [but]
I don’t think we’re there yet.” This means some companies are willing
to do research over a longer time period and experiment with new
ways of understanding their customers. “I can’t talk about specific
projects, but I can say that it’s actually all over the spectrum, it’s in very
traditional industries like financial services, to e-commerce. Where
we’re not seeing it is start-ups and pure tech companies, which I think
is interesting. I’m seeing it more in traditional industries or existing
organizations that are trying to transform themselves and move into
a more digital-virtual state.” And why aren’t technological companies
capable to think ahead in their native environment? “There’s just so
much pressure on pure tech companies or on startups to get going and
show some returns, [...] it’s really hard to make that pace, whereas in
industries that have already been around a while are used to thinking
longer term and so it’s not as rare for them [to plan] what kind of
relationship are we having with our customers for the next 10 years,
because they have already been around that long. Maybe what’s
going on it’s just that I personally haven’t worked for any of the tech
companies who are thinking [about long-term strategy].”
74
“It’s just a matter of figuring out better ways to do it”
Designers have many ways to practice truly customer-centric
design, like “encouraging companies to look at different models,
include other metrics besides just bottom-line ones [and then] looking
for new ways to design, and doing it, because a lot of times we don’t
have top-down micromanagement on how do we design something,
or how we put something together, so designers and developers have
a fair amount of agency and make those decisions. It’s just a matter
of figuring out better ways to do it and I’m sharing those strategies.”
These new ways can be unusual, “clients have been surprised by what
we’re trying to gather and measure and it interests them what those
results look like, because it’s different from than what they’re seeing
[as] typical UX and design research.”
Design process
Figuring out new ways of research to see how the the criterias
of the Positive Design Manifesto can be fulfilled in a client project is
challenging. “Anything emotional is pretty difficult, [...] you can’t put
a number on an emotion, or on the nature of the relationship or long-
term values, [it’s] just kind of a stand-in or shorthand for something
that you can get started with, looking at, paying attention to... I’m not
sure if quantifying is ideal [...] for a lot of these things but it does get
organizations to pay attention, and it gives a way to look at that goal.
In that sense, it can be.”
The current state of this search can be tried at Soundingbox,
where “Qual and quant are equal citizens.” Here, trust, creativity and
connection appear as something that can be expressed with a number.
“[We] experiment out loud to try to measure some of these things and
see if we can come up with something that’s meaningful, and I think
we’re on the right track.” What happens in practice is looking for “what
other ways could we ask the question, what could we track over time,
are there certain behaviors or feelings, [...] so that’s what we’re looking
75
and experimenting with in the course of doing studies, or ourselves,
in-house and the clients too.” “It’s kind of funny, because we’re really all
at this phase, we have some idea of what’s wrong, but how do we fix it,
but like I said, I think I’m only starting to get there, and this would be
a very rich area of research and thinking as we move forward, but I do
have a little bit of a start at it.” As for concrete methods or tools used,
she emphasized asking and tweaking questions to gather meaningful
answers over simple observation. “I have an almost ideological problem
with [observation] in a lot of ways because if we’re only observing and
trying to articulate the story of the people ourselves, we’re missing
out on their story and how they’re making meaning and coherence.
It is an experiment, we look at what academic research is relevant,
we’re looking at different ways to measure emotional states, a ton of
different scales and models that we can use, [if] there’s anything we
learned in all of this, especially in studying emotion, is that it’s super
complicated and I guess I wouldn’t want it any other way.”
The next step would be to figure out how to use these insights.
The manifesto is a good reference point, but it is high-level, coming
from studying happiness in other disciplines (psychology, behavioral
economics, etc.), “these are not anything particularly new, right?” On a
higher level, as she has mentioned, designers and businesses need to
change the goal or definition of success, and look at e.g. “countries [...]
tracking healthcare or education or other aspects of well-being.” But
during our everyday work “in design, we need really thorough, small,
concrete steps to follow, and we rely on best practices and conventions
used on other sites,” and designers need to look “at patterns that
we know to detract from people’s experience. [...] We’re starting to
understand dark patterns related to attention [...] We can avoid that,
but what are the positive patterns or principles that we can use to
design with? That’s what I’ve been thinking a lot about. I don’t claim
to have all the answers to that.” “I’m just starting to catalog those [...]
76
There’s a fair amount of these, we just haven’t really thought about it
this way. I certainly don’t have it all figured out. It’s something we all
need to do.”
How did she do it? After taking existing research from different
fields, most notably positive psychology, including Martin Seligman’s
work, she started doing her own research on what are people’s high
and low points with technology, when does it make them feel good.
The answers came through diary studies, followed by ethnographic
interviews. “It was all over the place in a lot of ways, but once I got
enough diary entries and enough people thinking about it and
trying to document this at several points during their day, when
was technology contributing to their well-being and when was it
detracting, some patterns emerged and that’s where those principles
come into way. They mostly align with a lot of other frameworks,
except I think creativity is unique and interesting, [...] not the kind of
creativity that we maybe think of as designers, where we’re thinking
of making something really fabulous from start to finish, but instead
people thought about small doses, like crafting the perfect playlist
to share with their friends or making a really great post or coming
up with a beautiful photo on Instagram. [...] There’ll always be room
to improve, but it’s unique partly because it gives people satisfaction
and joy, and partly because they’re making their own meaning, it’s
not finished and easy and frictionless, there’s something for them to
do that is meaningful. I think that’s really important to keep in mind,
because [...] on one hand we’re driving for people’s attention, on the
other hand, we’re very concerned with making it easy, frictionless,
convenient, [...] that runs counter to a lot of the things that make people
happy sometimes with technology. It’s not always the case, but in a lot
of cases people want some kind of meaningful way to engage.”
Does the manifesto or thinking about attention change what kind
of interfaces she works with? “Absolutely. [...] There’s a place for doing a
better job for attention on all levels, screens take a lot of our attention,
so [in] that perspective, it might actually be good to get off, to move
77
ourselves off the screens and focus on other areas like conversational
UI and some bots, wearables.” “I don’t know if we can assume that it
will be automatically better if we get the screens out of the picture. I
think it probably does have a positive impact in a lot of ways.” “[... But]
we can’t automatically assume those things are gonna be better for our
well-being or our attention, because of the nature of human beings,
we’re weird and wonderful, and sometimes we’ve awful relationships
with technology.”
78
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82
The observation that motivated me to write this thesis is that the
overabundance of information available from our devices at any given
moment turned attention into a scarcity. What are the consequences, and
how could we instead build self-control and sustainability of attention
with digital design?
The first part of this research looks at different psychological aspects
of attention and our relationship with information as a reward and a
powerful need. The second and third part is about how the human mind
exists in the attention economy, what are the most popular methods of
our current media environment for grabbing our attention, and how do
they affect our ability to ‘single-task’. If we cannot focus deeply, can we
still experience true happiness?
In the last part, I will try to outline what could be attentive design,
partially based on interviews with digital designers who are already
aware of similar issues, in order to learn from their approach on the road
to attentive design.