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Designing for Focus In A Distracted World: 

A Proposal for New Design Heuristics 

by 

Annie Tianci Zhang  Submitted to the  Department of Architecture 

in Partial Fulfillment of the Requirements for the Degree of  Bachelor of Science in Art and Design 

at the 

Massachusetts Institute of Technology  May 2020 

© 2020 Annie Zhang  All Rights Reserved 

The author hereby grants to MIT permission to reproduce and to distribute publicly paper and  electronic copies of this thesis document in whole or in part in any medium now known or 

hereafter created. 

Signature of Author ... ...  Department of Architecture, May 7, 2020 

Certified by ...  Lee Moreau  Undergraduate Lecturer  Thesis Supervisor  Accepted by...  Leslie K. Norford  Professor of Building Technology  Chair of the Undergraduate Curriculum Committee 

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Designing for Focus In A Distracted World: 

A Proposal for New Design Heuristics 

  by 

Annie Tianci Zhang 

Submitted to the Department of Architecture on 

May 7, 2020 in Partial Fulfillment of the Requirements for the Degree of  Bachelor of Science in Art and Design 

 

ABSTRACT 

 

People feel happy when deeply focused on something meaningful. Yet, it is increasingly difficult  to focus in our attention-extractive economy because the technology driving our consumer  products exceeds our human vulnerabilities. Cognition research has long shown that constantly  being distracted by our devices decreases our performance on complex tasks and deteriorates  our emotional health. So far, attempted solutions (such as screen usage limits) have largely  placed the responsibility of corrective action on the user. However, when it comes to more  traditionally harmful products, the responsibility lies with product designers to design less harmful  products and warn users of risks. Why should it be any different for our devices 

 

The responsibility still lies with the product designers to create products that don’t exploit our  cognitive vulnerabilities. However, designers have no framework to follow. Designers are  currently generating concepts based on short-sighted design heuristics (guidelines) that aim to  reduce product failure and user confusion when using the product. Instead of only considering  functionality, we need a framework to turn us toward the freedom of focus. New heuristics should  be introduced that help us prioritize the protection of our minds and allow users to reclaim their  control of their attention.   

 

This research details a process for discovering new focus-oriented design heuristics, as well as a  proposal for 10 focus-oriented heuristics that have been demonstrated to improve the quality of  concepts generated by junior designers.  

 

Thesis Advisor: Lee Moreau 

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BACKGROUND 

Our economies are founded on how we move goods and commodities between parties, and thus  by extension they are founded on the resources we need to extract. In the past, this resource  extraction has led to fairly straightforward trades: crops, manufactured goods, and skilled  services. In the 20th and 21st centuries, the Information Revolution has expanded our definition  of tradable resources to include data, knowledge, and communication infrastructure. Within the  Information Revolution, a sub-movement has been set in motion: the “Attention Revolution” which  is marked by the shift away from a labor economy to a knowledge-work based economy. In  knowledge work, what is valued is human capital and the human ability to focus and think hard to  solve problems. Advertisers also know that the more attention a person gives to something, the  more likely they are to make purchasing decisions. The result is that companies are increasingly  dependent on how to capture our attention, and turn it into profit. 

 

The Attention Revolution is based on an idea of attention-extraction, and it has created rifts at  both the societal and individual level. At the societal level, the tools of the attention-extractive  economy have changed the nature of public discourse and the education of the next generation.  1

While digital social platforms have made public discourse faster and more accessible than ever,  these same platforms have made us vulnerable to misinformation, manipulation, and outrage.  Alarmingly, a recent MIT study showed that false news spreads six times faster than true news.  2

The floodgates have also opened for the youngest members of society. Information is more  accessible than ever, but also without the careful curation and modulation required to teach  complex concepts to impressionable children. For example, in the past few years, parents have  increasingly reported horrifying videos depicting “well-known characters in violent or lewd  situations” being accessible to, and even recommended to, their children by indiscriminate  Youtube algorithms.  3

 

Narrowing in on the individual level, studies suggest that the race to occupy the lion’s share of  our attention has resulted in a decline of cognition abilities, compromised mental health, and  decreased levels of empathy and connection in interpersonal communication. For example, 4

many people report feeling anxious about the side effects of smartphone use on their ability to  focus on complex, important, and meaningful tasks. This wariness is corroborated by an 

emerging body of psychology and cognitive science research. A 2017 study found that the mere  presence of a smartphone—even if turned off—can cause a decrease in cognitive capacity. This 5

increased anxiety is also symptomatic of a decline in personal mental wellbeing. A series of  studies have shown that even ten minutes of passive Facebook browsing can increase feelings  of envy in study participants leading them to report feeling worse at the end of the day. The 6 1 “Ledger of Harms,” accessed October 28, 2019, https://ledger.humanetech.com/. 

2 Soroush Vosoughi, Deb Roy, and Sinan Aral, “The Spread of True and False News Online,” ​Science 359, 

no. 6380 (March 9, 2018): 1146–51, https://doi.org/10.1126/science.aap9559. 

3 “On YouTube Kids, Startling Videos Slip Past Filters - The New York Times,” accessed October 28, 2019, 

https://www.nytimes.com/2017/11/04/business/media/youtube-kids-paw-patrol.html. 

4 “Ledger of Harms.” 

5 Adrian F. Ward et al., “Brain Drain: The Mere Presence of One’s Own Smartphone Reduces Available 

Cognitive Capacity,” ​Journal of the Association for Consumer Research​ 2, no. 2 (April 1, 2017): 140–54,  https://doi.org/10.1086/691462. 

6 Philippe Verduyn et al., “Passive Facebook Usage Undermines Affective Well-Being: Experimental and 

Longitudinal Evidence,” ​Journal of Experimental Psychology: General​ 144, no. 2 (April 2015): 480–88,  http://dx.doi.org.libproxy.mit.edu/10.1037/xge0000057. 

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cascading effects of the tools of the Attention Revolution are inescapable. Today, most people  find themselves spending a majority of their time in organizations and companies that depend on  network tools (such as email) for interpersonal communication. This dimension of the Attention  Revolution backlash has been understood for perhaps the longest. A series of five NCBI studies  in 2005 found that people overestimate their ability to interpret tone over text communication,  and thus vastly overestimate their ability to communicate effectively over email.   7

 

Fortunately, whistleblowers both within and external to the technology industry have sounded  the alarm on how our everyday technology is enabling the Attention Revolution. Some software  companies have been relatively quick to respond to public concern and have already begun  testing new features that aim to reduce their monopoly on our attention. Another player in this  emerging field is The Center for Humane Technology, a non-profit group that is researching and  advocating for companies to stop designing products, services, and systems that prey on our  attention.  

 

While software solutions can be helpful in bringing awareness to the problem of distraction and  provide limited choices to users, software-centric solutions may be limited options because they  are implemented only at the level of the way the device is programmed. At present, there are no  hardware-centric solutions: features or solutions that are implemented at the physical product  level, aside from a mute button, or an on-off switch. In addition, there has been very little  research done on how hardware-centric solutions could alleviate the Attention Revolution  problem. Even more critical is studying the heuristics, norms, and philosophies of hardware  product design. These norms currently enable and/or push designers to build products that  demand our attention. For example, most products are designed to use light, sounds, or vibration  to notify, remind, inform, or alert the user in some way. The design norms embedded in these  products over-communicate in order to avoid delaying the communicating of information to users.  In other words, most products are designed under the assumption that more information and  communication is good, regardless of whether such information is important, urgent or relevant to  the user..  

 

The purpose of this background chapter is to first review the literature on why we get distracted,  the impact of distraction, and the current solutions that address the problem of everyday 

distractions. Section 2 of this chapter reviews the psychological benefits of staying focused.  Section 3 explains the mechanics of distraction. Section 4 explores the consequences of being  distracted. Section 5 looks at the public perception of how our technology is harming or helping  us. Then Section 6 examines the recommended solutions proposed by organizations and  individual thought-leaders in this emerging movement against the Attention Revolution. Lastly in  Section 7, this background discusses the consequence of design heuristics – the assumptions  and guidelines that designers use as reference or shorthand to aid their concept generation.    

Section 2: What are the benefits of staying focused? 

Many philosophers and religious traditions teach that happiness and fulfillment come from living  in the present moment. The past three decades of psychology research on happiness, have  returned findings that support these teachings. One of the most noted happiness-researchers is  Mihaly Csikszentmihalyi, the psychology professor who was the first to recognize, name, and 

7 Justin Kruger et al., “Egocentrism over E-Mail: Can We Communicate as Well as We Think?,” ​Journal of 

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rigorously study the concept of “flow”: a highly focused and energized mental state in which a  person is fully immersed in the process of an activity. His now famous Experience Sampling Study  examined a group of teenagers who were given beepers that went off during random times  throughout the day. These participants were asked to record their thoughts and feelings every  time the beeper went off. In their recorded responses, Csikszentmihalyi found that when the  participants were highly focused on a challenging task, they generally self-reported themselves  as happier. In his book, Flow: The Psychology of Optimal Experience, he summarizes his findings:  ”The best moments in our lives are not the passive, receptive, relaxing times…The best moments  usually occur if a person’s body or mind is stretched to its limits in a voluntary effort to accomplish  something difficult and worthwhile.”   8

 

Csikszentmihalyi’s research is echoed closely by the research of Matthew Killingsworth and  Daniel Gilbert who repeated a version of the Experience Sampling Study in 2010 using an iPhone  application instead of beepers. They found that no matter what activity a participant was doing, a 9

mental deviation from that activity (a wandering mind) decreased the participant’s level of  happiness. Although neither study specifically defines a wandering mind as a lack of focus and  as distraction, a wandering mind is clearly the opposite of that sustained state of voluntary focus  that is tied to positive consequences on our emotional and mental states described in these  studies. In essence, contrary to what product sellers would have us believe, it seems that our  distracting devices, our phones, computers, tablets and digital wearables may be making us less  happy. 

 

Section 3: What are the mechanics of distraction?  

If we agree that a state of sustained focus may be worth trying to achieve, it is important to  understand why we often fail to achieve it. Scientists have long been searching for the  mechanism by which the brain suppresses extraneous information and allows us to focus. 

Recently MIT researcher Michael Halassa identified the precise brain circuit that is responsible for  blocking out distractions. Halassa identified a thin layer of inhibitory neurons called the thalamic  reticular nucleus (TRN) working in concert with a brain structure called the basal ganglia (BG)  make up an information filtering “circuit” between our sensory neurons and our brain’s cortical  regions for complex processing. One of the important takeaways from his research is that this  brain circuit does not act like a spotlight that emphasizes important inputs, rather it is an inhibitory  process that dims the lights for everything unimportant. In short, when our brain is able to 10

manage the cognitive load of dimming out extraneous inputs, we are able to successfully focus  on what we want. When the brain is unable to activate the circuit for all the extraneous inputs, we  become distracted.  

 

There is considerable cognitive load in activating this circuit. However, even before the discovery  of this brain circuit, we already understood empirically that some interruptions are more 

distracting than others. Gillie and Broadbent identified that it was not the duration of an 

interruption that mattered, but the complexity of the interruption and how much it differed from 

8 Mihaly Csikszentmihalyi, ​Flow: The Psychology of Optimal Experience (New York: Harper Row, 2009).  9 M. A. Killingsworth and D. T. Gilbert, “A Wandering Mind Is an Unhappy Mind,” ​Science 330, no. 6006 

(November 12, 2010): 932–932, https://doi.org/10.1126/science.1192439. 

10 “To Pay Attention, the Brain Uses Filters, Not a Spotlight | Quanta Magazine,” accessed October 20, 

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the main task that contributed to the level of distraction a new input would have. Together these 11

two studies give us more information about the brain’s critical mechanism for filtering out  distractions, and this filtering seems to be especially vulnerable to distractions that shift us into  starkly different, and complex tasks. 

 

Section 4: What is the impact of being distracted? 

A wide range of studies examining both explicit and implicit distractions in different contexts  show that negative consequences exist in just about any case of distraction. The first to consider  in this category is a recent study of explicit distractions, presented during a spatial attention task.  Using eye-tracking, the authors of this study determined that when participants working at a  computer were visually cued to task-switch, longer response times and higher error rates  occurred when the subject returned to the original computer task at hand. The set-up of this 12

study is analogous to the pop-up notifications of our software products and to the attention  grabbing advertisements that populate the periphery of our digital content. This study suggests  that a quick glance at the advertisement or the banner notification is enough to throw us off track  of the main task we are in the midst of. 

 

Another study by Adrian Ward shows that even without notification-like interruptions, our 

products can be implicitly distracting. Researchers found that even when participants avoided the  temptation to check their phones during a task, the mere presence of their smartphone caused a  decrease in performance. Awareness of a smartphone occupies limited-capacity cognitive  resources, thereby leaving fewer resources available for other tasks and undercutting cognitive  performance. This team also found that the higher the smartphone dependence of the 

participant, the higher the cognitive costs, even when participants maintain sustained attention at  a task unrelated to their smartphone. In this study, the phone becomes an implicit distraction. It 13

does not request the participant to attend to a notification or to answer a text, but the presence  of the phone implies that some action or attention must be paid to it. This study is also one of the  first to show that it is not inherently a screen or software interface problem, rather is it a problem  with how we relate to our device. These two studies together show that whether explicitly or  implicitly, distracting devices reduce our performance and cognition abilities. While a decline in  cognitive abilities does not necessarily deprive us of the happiness that Csikszentmihalyi 

discusses in his study on flow, a cognitive decline is also decidedly not a contributor to increased  happiness or wellbeing.  

 

Section 5: What are common perceptions of the impact of distraction? 

While there is an abundance of literature on the consequences of distraction, does public 

perception agree with the research findings? The answer is, expectedly, more complicated than a  simple yes or no. Most people can identify some benefits and drawbacks of using their digital  devices. However, in a recent study of participants who had to deal with 63.5 notifications on  average per day, the notifications were typically viewed within minutes, and not considered a 

11 Tony Gillie and Donald Broadbent, “What Makes Interruptions Disruptive? A Study of Length, Similarity, 

and Complexity,” ​Psychological Research​ 50, no. 4 (April 1, 1989): 243–50,  https://doi.org/10.1007/BF00309260. 

12 Cai S. Longman et al., “Attentional Inertia and Delayed Orienting of Spatial Attention in Task-Switching,” 

Journal of Experimental Psychology: Human Perception and Performance​ 40, no. 4 (August 2014):  1580–1602, http://dx.doi.org.libproxy.mit.edu/10.1037/a0036552. 

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distraction. Instead, participants attributed their relationships or needs for their devices to social  pressure in personal communication. In other words, while an increase in the number of 

notifications was associated with an increase in negative emotions, at the same time receiving  more messages and social network updates made the participants feel more connected with  others. There is a gray-zone where the social benefits of connecting with others are closely tied 14

to negative individual consequences of responding to distractions. As such, it becomes difficult to  identify a behavioral solution or even come to a consensus of how to address the problem.    

A survey conducted by the Common Sense Research Group echoes these mixed feelings: 72% of  teens and 48% of parents feel social pressure to respond immediately to texts, but over half of  parents think their teens are addicted to their devices, and half of teens agree. Again, we see 15

the tension between social reward and a personal consequence. These two studies indicate that  social expectations play a large role in sustaining a destructive habit. Therefore, there is a 

solution-space to be explored in expectation management—how can we shift the culture around  communication? 

 

Section 6: What are currently recommended solutions for minimizing distraction? 

The tools of an attention extraction economy are accelerating and growing, but some companies  have taken it upon themselves to provide ameliorative tools that counter the addictive and  damaging effects of their original products. In 2019, the two dominant mobile operating systems,  iOS and Android, have features that report product use statistics in order to be completely  transparent with users about how much time they actually spend on their smartphones. These  are perceived as minimal efforts, as these companies try not to explicitly admit their product’s  potentially harmful effects, or prescribe any specific way users should engage with their products  or even put down these products. Outside of these hesitant steps taken by industry giants,  individuals and collectives have drawn up their own action plans. Cal Newport, a Georgetown  professor and author of many books on the merits of focus, recommends a 30-day digital detox.  16

Like the solutions provided by tech companies, Newport’s solution still puts the onus on the user  to make the change and put down the device. Nir Eyal, the man who literally wrote the book on  addictive tech with his bestseller ​Hooked: How to Build Habit Forming Products​, has recently  published his book on how to undo it all, ​Indistractable: How to Control Your Attention and  Choose Your Life. In his first book, he writes to the designers and engineers of products. But in  his second book, he writes to the user, and like Cal Newport, he also expects that the user takes  responsibility for getting out of the vortex of distractions they find themselves in.   17

 

The only group that has come close to demanding that designers take responsibility for their  impact on users is a research and activism group called the Center for Humane Technology. The 

14 Martin Pielot, Karen Church, and Rodrigo de Oliveira, “An In-Situ Study of Mobile Phone Notifications,” in 

Proceedings of the 16th International Conference on Human-Computer Interaction with Mobile Devices &  Services​, MobileHCI ’14 (Toronto, ON, Canada: Association for Computing Machinery, 2014), 233–242,  https://doi.org/10.1145/2628363.2628364. 

15 “Dealing with Devices: The Parent-Teen Dynamic | Common Sense Media,” accessed October 29, 2019, 

https://www.commonsensemedia.org/technology-addiction-concern-controversy-and-finding-balance-infog raphic. 

16 Cal Newport, ​Digital Minimalism: Choosing a Focused Life in a Noisy World (New York: Portfolio, 

Penguin, 2019). 

17 “Addicted to Screens? That’s Really a You Problem - The New York Times,” accessed October 28, 2019, 

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Center for Humane Technology has published a Humane Design Guide that functions as a  worksheet for identifying weaknesses in products that may be exploiting human vulnerabilities.  18

In short, most of the solutions currently offered are software-centric, and they again place the  responsibility on the user rather than the designers.  

 

Section 7: What design heuristics currently exist for product design? What design heuristics  exist for Human-Computer Interaction (HCI)? 

Cleary, the user-product relationship is complex when it comes to our smartphones and  computers. Understanding how users relate to a product requires understanding the design  heuristics (a generalized set of norms and design considerations) that drove the product design  process. One of the most widely accepted sets of HCI design heuristics is published by Nielsen  Norman Group, a leading user-experience research group. Their ten heuristics are as follows: 

1. Visibility of system status: the system should keep the user informed about what is going  on through appropriately timed feedback. 

2. Match between system and real world: the system should use the language and concepts  familiar to the user and follow real-world conventions of communication. 

3. User control and freedom: Users should be able to leave an erroneous or unwanted state  of the system without having too much trouble. 

4. Consistency and standards: Users should not have to wonder whether different words or  actions mean the same thing. 

5. Error prevention: Eliminate error-prone conditions and warn users before they commit to  actions. 

6. Recognition rather than recall: Make objects, actions, and options visible so the user does  not need to remember information from one part of the system to another. 

7. Flexibility and efficiency of use: the system should be usable for both inexperienced and  experienced users. 

8. Aesthetic and minimalist design: do not contain information that is irrelevant as it  competes with and diminishes the value of relevant information. 

9. Help users recognize, diagnose, and recover from errors: error messages should be  specific and constructive in suggesting a solution. 

10. Help and documentation: Any supporting documentation should be easy to search and  list concrete steps to be carried out.  19

It is important to note that design heuristics are a starting point for designers to generate and  evaluate ideas. Two different designers could create different features using the same heuristic,  but both features would try to achieve the goal set by the heuristic in slightly different ways. It is  possible that “user control and freedom” could be interpreted as a requirement to let users stay  focused. However none of these heuristics explicitly calls for the prioritization of the user’s  sustained focus. The current heuristics focus mostly on reducing the failure and confusion when  using the product. Just as failure avoidance is a completely different goal than performance 

18 “Design Guide (Alpha Version) - Center for Humane Technology,” accessed November 1, 2019, 

https://humanetech.com/designguide/. 

19 World Leaders in Research-Based User Experience, “10 Heuristics for User Interface Design: Article by 

Jakob Nielsen,” Nielsen Norman Group, accessed October 29, 2019,  https://www.nngroup.com/articles/ten-usability-heuristics/. 

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optimization, so too this set of design heuristics is different from a set of heuristics that optimizes  for the user’s experience and freedom for focus.  

 

Section 8: A Case Study in Design Heuristics: Measure of Man 

In 1960, renowned industrial designer Henry Dreyfuss published his book, ​Measure of Man​. The  publication of this book became a pivotal moment in design history. It contained extensive  research on the human body and its movements and it’s pages were filled with diagrams that  detailed the measurements of the average male body and measurements of the body’s range of  motion. These measurements became heuristics, and designers took these shorthands as truths.  This book became a reliable reference for designers all across America, akin to a thesaurus for  an editor or trigonometric look-up tables for an engineer. While “Measure of Man” ushered in a  new age of rigorous standardization in design as well as revived the study of ergonomics, the  more damaging implications of this book were that these heuristics did not fit everyone. The  generation of designers that followed Dreyfuss ultimately designed a world of products that were  made for the “average man”. Evidently, heuristics are a powerful agent in changing the behavior  of designers, but they can also lead to some unintended consequences. 

 

MOTIVATION 

The literature shows that humans benefit from sustained focus in a meaningful task, and that  constant distraction from those meaningful tasks reduces our cognitive abilities and our mental  wellbeing. For the most part, people know that these distractions are bad for them in one way or  another, but there is compelling social motivation to stay connected and distracted and to appear  more easily accessible or connected at any given time. The current design heuristics do not  provide a framework that considers or values focus as a requirement in product design. As such,  tech companies and individuals continue to experiment with their own solutions. These solutions  are passive, software-dependent, and ultimately the expectation is put on the end user to solve a  problem, ostensibly not of his or her own creation.  

 

Is it not the responsibility of the product designer to take responsibility for the consequences of  their products? Designers need to formally acknowledge the importance of preserving users’  sustained focus, and this acknowledgement would be most effective in the form of a new design  heuristic that serves to guide the concept generation of new products. Current solutions have  been implemented via software, because software is relatively easy to update and change. We  have already begun to see that these passive software “solutions” are not enough. Furthermore,  this new design heuristic that seeks to value focus should be applicable to both software and  hardware designs, because our most complex products are never solely one or the other.   

  

METHODOLOGY 

This research was conducted through 2 qualitative studies: (1) a set of user interviews and (2) an  A/B study. All participants were undergraduate students with design experience, defined for this  study as having taken at least 2 collegiate design classes. The objective of the user interviews  was to understand mental models surrounding the concept of focus and to generate content  from which heuristics could be identified. Using the design heuristics obtained through the user  interviews, the A/B study examined how these design students responded to a design prompt  depending on the heuristics they were provided.  

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User Interviews 

6 participants were interviewed in the first study. The study consisted of 3 activities: a warm-up  design exercise, a journey map discussion, and a final design exercise. 

Warm-Up:​ The warm-up design exercise prompt was to “design a better phone case” in 10  minutes. This exercise was intentionally fast-paced in order to encourage participants to start  thinking creatively and get in the habit of vocalizing thought processes.  

Journey Map:​ The journey map exercise was a longer discussion that took about 25 minutes. In  order to get each participant to start articulating their thoughts on the very abstract concept of  focus, the journey map discussion was preceded by some “calibration questions”: 

 

● How would you define focus? What are synonyms and what are antonyms?  ● What does it look like when somebody is focused? How do they feel? 

● What does it look like when somebody is ​not​ in a state of focus? How do they feel?   ● When you are feeling unfocused (and you desire to be in a state of focus), what do you do 

to change your mental state to become more focused?   

Then, each participant was asked to graph their focus levels on a typical Monday: “Please map  out your typical Monday from the time you wake up to the time you go to bed. On the vertical  axis, please indicate your relative state of focus. You can make annotations or notes, please  indicate any activities, events, and people that are part of your typical Monday.” This journey map  helped to identify emotions and triggers surrounding states of focus and unfocus. The journey  map also helped to frame some discussion on any contradictions between action and mental  models discussed in the calibration questions.  

 

● What are you feeling at this high/low point? 

● Are there any parts of this journey map that are less than ideal for you?  ● How would you change it? 

● What sparked this change in mental state? Did you do this intentionally?    

Design Exercise 

The final activity in the user interview was a design exercise in which the prompt was to 

“brainstorm and design the conditions that would lead you to have maximum focus.” The output  of this activity was intentionally left open, and as a result the designs ranged from a list of sensory  inputs, to a detailed blueprint of an office space, to written proposals.   

     

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Fig 1: Example of a journey map produced by a study participant. 

 

 

Fig 2: Example of a design exercise output produced by a study participant.   

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Identifying New Heuristics 

After all user interviews were completed, there were 6 new designs from which focus-oriented  heuristics could be extracted. The process used is the same one used in the 2016 study by the  Journal of Mechanical Design. 

1. Define the functions, key features, and what makes this concept unique 

2. Hypothesize heuristics for each function, describe component interactions within the  product  

3. Identify possible heuristics 

4. Identify design criteria that were met by the product 

5. Identify two other product to serve as examples of the implemented heuristic  6. Describe how each similar product used the heuristic to identify different ways of 

implementation.  20

 

Through the user interviews, 10 possible heuristics were identified. The extracted heuristics are  presented below with examples of how they are used in current consumer products: 

1. Provide additional resources/tools in an organized, easily accessible format.  

a. This medication delivery service sorts and packages medicine in single-serve  packets that are organized by date and time of consumption for each unique user.   2. Create congruence between physical state and mental state of the user.  

a. This office chair can be tuned precisely to the user’s body size and shape. The  chair holds the user in a correct body posture so that they can comfortably work at  their desks for extended lengths (ie: the whole work day).  

3. Provide visual and/or spatial framing for the user. 

a. This task lamp provides light and wifi. The light visually frames the space with and  the range of the wireless signal transmitter spatially frames the region available for  use (within a direct line of sight from lamp to receiver dongle). 

4. Remove environmental stimuli that competes with or obstructs the purpose of the  product. 

a. These headphones filter out external sounds so that the music can be heard more  clearly.  

5. Introduce cues or rituals that initiate desired patterns/behaviors/habits.  

a. This electronic toothbrush utilizes a vibrating timer at 30 second intervals to let  the user know when to brush a different part of their mouth. 

6. Eliminate cues that initiate undesired patterns/behaviors/habits. 

a. This TV displays a selection of artworks when it is turned off. The cue of a TV  that’s waiting to be turned on is removed and changed into a more neutral object  in the home.  

7. Impose structure and constraints on unstructured activity.  

a. This fitness app provides weekly and monthly challenges for users. This gives  users smaller milestones to work towards within the larger, unstructured objective  of improving fitness. 

8. Reduce cognitive load by reducing information to what’s most essential.  

a. This public transit map eliminates most streets and landmarks in order to be more  clearly readable and searchable for relevant transit route information. 

20 Seda Yilmaz et al., “Design Heuristics in Innovative Products,” ​Journal of Mechanical Design 138, no. 7 

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9. Clearly communicate to the user what the available next steps are. 

a. This children’s toy has many parts to build a complex object, but it includes a  step-by-step guide for how to build the object.  

10. Allow the user to easily access feedback on their progress or performance. 

a. This activity tracking wearable device displays the user’s daily step count right  underneath where it displays the time. The user can access feedback on their  progress whenever they desire. 

 

A/B Study 

In order to see if the focus-oriented heuristics have any bearing on the designs that are 

generated, we need to compare between two groups: a control (Group A) and an experimental  group (Group B). Both group A and B had 7 participants, and all participants were given 20  minutes to answer the same design prompt: “Please design a new product that would improve  focus while studying”. Prior to the study, Group A was given a sheet of 40 hardware product  design heuristics to read. Group B was given a similar sheet of 40 heuristics: 30 of the most used  heuristics from Group A plus 10 of those heuristics identified from the user study. The intent of  providing the heuristics ahead of the design exercise was to prime the participants with different  information, in order to see if the presented heuristics impacted their design work. In order to not  draw any extra attention to the 10 focus-oriented heuristics, the 10 heuristics were “implanted”  into the same page, with the same formatting and graphic style. Both Group A and Group B  heuristic sheets are presented in the two figures below. 

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Fig 3: 40 design heuristics developed from evaluating 400 innovative products. Adapted from the Journal  of Mechanical Design, this is the set of heuristics used by Group A.​  21

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Fig 4: This is the set of heuristics used by Group B. Note that heuristics 4, 6, 12, 16, 19, 26, 28, 34, 35, and  40 have been replaced with focus-oriented heuristics.  

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RESULTS 

The 10 focus-oriented heuristics previously discussed were presented to Group B in the A/B  study. In order to evaluate the efficacy of these heuristics, the designs produced in Group A and  B were evaluated and then compared. Two blind coders were consulted to rate each design on a  1-7 Likert scale. 1 being equivalent to “very negatively impacts focus”, 4 being equivalent to “has  no impact on ability focus” and 7 being equivalent to “very effective for improving focus”.  Although there was only a 50% agreement between the coders for individual ratings, they both  agreed on average. Results are summarized in the table below.  

    Coder 1  Coder 2  Total Average  4.42  3.36  Group A Average  4.14  3.14  Group B Average  4.71  3.57  A/B Difference  0.57  0.43 

Table 1: Tabulated results of two independent coders.   

Although Coder 1 and 2 didn’t agree on the rating for each individual design, when the designs  are considered as a whole group they both agreed that Group B produced slightly better results.  For both coders, Group B was rated about half a point higher than Group A, which indicates that  the focus-oriented heuristics may have helped to produce ideas that are more effective for  allowing a user to focus.  

 

CONCLUSION 

Although qualitative studies of this scale are rarely ever conclusive, this is a promising start.  Literature shows that design heuristics are used--consciously or subconsciously--when presented  as a standard for design. This research has shown a way to identify new heuristics for the 

objective of improving use focus. Most importantly it has also verified that these new heuristics  were measurably effective in the original intent: to help designers generate more 

focus-supportive product concepts.    

DISCUSSION AND FUTURE WORK 

The results of this research have ethical implications. While the literature shows that sustained  focus is good for human wellbeing, to impose that requirement becomes a conversation of our  values as designers. Some designers may not value the need for focus. In that case, is it wrong to  codify and dogmatically present these focus-oriented design heuristics? We return to the case of  the Measure of Man and Woman. The heuristics that we establish to be truth shape the world that  we are building. We should take care to not blindly accept heuristics and to diligently check our  assumptions that are hidden within these heuristics. The power of heuristics is to impose some  expectations or precedents for designers. If the expectation for prioritizing focus is set at the  inception of every product’s design, it may be possible to establish new norms associated not  only with product design, but also social expectations.   

 

For designers that do share this value of focus, there is still more work to be done. These studies  were done at a small scale. Given the power of heuristics to shape how designers work, more  robust testing of these heuristics should be done to verify that the results hold at larger scales 

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and across different design problems. Research also needs to be done at longer time scales.  These studies took less than an hour, but designers work on problems for much longer than an  hour. We have yet to understand if these heuristics hold up for product design projects that span 

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REFERENCES 

“Addicted to Screens? That’s Really a You Problem - The New York Times.” Accessed May 7,  2020. 

https://www.nytimes.com/2019/10/06/technology/phone-screen-addiction-tech-nir-eyal.ht ml. 

 

Csikszentmihalyi, Mihaly. ​Flow: The Psychology of Optimal Experience​. New York: Harper Row,  2009. 

 

“Dealing with Devices: The Parent-Teen Dynamic | Common Sense Media.” Accessed May 7,  2020. 

https://www.commonsensemedia.org/technology-addiction-concern-controversy-and-findi ng-balance-infographic. 

 

“Design Guide (Alpha Version) - Center for Humane Technology.” Accessed May 7, 2020.  https://humanetech.com/designguide/. 

 

Experience, World Leaders in Research-Based User. “10 Heuristics for User Interface Design:  Article by Jakob Nielsen.” Nielsen Norman Group. Accessed May 7, 2020. 

https://www.nngroup.com/articles/ten-usability-heuristics/.   

Gillie, Tony, and Donald Broadbent. “What Makes Interruptions Disruptive? A Study of Length,  Similarity, and Complexity.” ​Psychological Research​ 50, no. 4 (April 1, 1989): 243–50.  https://doi.org/10.1007/BF00309260. 

 

Killingsworth, M. A., and D. T. Gilbert. “A Wandering Mind Is an Unhappy Mind.” ​Science​ 330, no.  6006 (November 12, 2010): 932–932. https://doi.org/10.1126/science.1192439. 

 

Kruger, Justin, Nicholas Epley, Jason Parker, and Zhi-Wen Ng. “Egocentrism over E-Mail: Can We  Communicate as Well as We Think?” ​Journal of Personality and Social Psychology​ 89, no.  6 (2005): 925–36. https://doi.org/10.1037/0022-3514.89.6.925. 

 

“Ledger of Harms.” Accessed May 7, 2020. https://ledger.humanetech.com/.   

Longman, Cai S., Aureliu Lavric, Cristian Munteanu, and Stephen Monsell. “Attentional Inertia and  Delayed Orienting of Spatial Attention in Task-Switching.” ​Journal of Experimental 

Psychology: Human Perception and Performance​ 40, no. 4 (August 2014): 1580–1602.  http://dx.doi.org.libproxy.mit.edu/10.1037/a0036552. 

 

Newport, Cal. ​Digital Minimalism: Choosing a Focused Life in a Noisy World​. New York: Portfolio,  Penguin, 2019. 

 

“On YouTube Kids, Startling Videos Slip Past Filters - The New York Times.” Accessed May 7,  2020. https://www.nytimes.com/2017/11/04/business/media/youtube-kids-paw-patrol.html.   

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Notifications.” In ​Proceedings of the 16th International Conference on Human-Computer  Interaction with Mobile Devices & Services​, 233–242. MobileHCI ’14. Toronto, ON,  Canada: Association for Computing Machinery, 2014. 

https://doi.org/10.1145/2628363.2628364.   

“To Pay Attention, the Brain Uses Filters, Not a Spotlight | Quanta Magazine.” Accessed May 7,  2020. 

https://www.quantamagazine.org/to-pay-attention-the-brain-uses-filters-not-a-spotlight-20 190924. 

 

Verduyn, Philippe, David Seungjae Lee, Jiyoung Park, Holly Shablack, Ariana Orvell, Joseph  Bayer, this link will open in a new window Link to external site, Oscar Ybarra, John  Jonides, and Ethan Kross. “Passive Facebook Usage Undermines Affective Well-Being:  Experimental and Longitudinal Evidence.” ​Journal of Experimental Psychology: General  144, no. 2 (April 2015): 480–88. http://dx.doi.org.libproxy.mit.edu/10.1037/xge0000057.   

Vosoughi, Soroush, Deb Roy, and Sinan Aral. “The Spread of True and False News Online.”  Science​ 359, no. 6380 (March 9, 2018): 1146–51. https://doi.org/10.1126/science.aap9559.   

Ward, Adrian F., Kristen Duke, Ayelet Gneezy, and Maarten W. Bos. “Brain Drain: The Mere  Presence of One’s Own Smartphone Reduces Available Cognitive Capacity.” ​Journal of  the Association for Consumer Research​ 2, no. 2 (April 1, 2017): 140–54. 

https://doi.org/10.1086/691462.   

Yilmaz, Seda, Colleen Seifert, Shanna R. Daly, and Richard Gonzalez. “Design Heuristics in  Innovative Products.” ​Journal of Mechanical Design​ 138, no. 7 (July 1, 2016): 071102.  https://doi.org/10.1115/1.4032219. 

Figure

Table 1: Tabulated results of two independent coders.  

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