#2.03 Theoretical Frameworks

In this blogpost I want to explore the ideas, theories and frameworks which shape the concept behind my prototype. I am diving into psychology behind focused work, the design of calm interfaces, and how we might nudge behavior without enforcing strict rules.

The Flow State – The foundation of deep creative work

One of the central concepts driving this project is Flow, a term coined by psychologist Mihaly Csikszentmihalyi, who describes it as “a state in which people are so involved in an activity that nothing else seems to matter” [1] It’s the sweet spot where challenge meets skill, and our attention becomes fully aligned with the task at hand.

Csikszentmihalyi outlines eight components that typically make up these experiences:

  1. The task is something we believe we can complete
  2. We can fully concentrate on the task
  3. The task has a clear goal
  4. It provides immediate feedback
  5. There is a deep, but effortless involvement that blocks everyday worries and frustrations
  6. We feel in control of our actions
  7. Self-consciousness disappears, but paradoxically we feel more ourselves afterward
  8. Our sense of time shifts: hours feel like minutes and the other way round [2]

The interplay of these elements creates a type of enjoyment so fulfilling that people are willing to invest significant effort just to experience it. [2] However, the modern digital environment, especially smartphones, disrupt the conditions needed for flow. Every notification, every swipe, every quick scroll breaks our attention and concentration and makes it harder to return to a state of deep immersion. In his book, Csikszentmihalyi writes: “[…] attention is our most important tool in the task of improving the quality of experience.” [3]

This project is about protecting that attention, not by eliminating distractions entirely (which isn’t realistic), but about creating the right conditions for focus and flow to happen more easily.

Calm Technology – Supporting, Not Distracting

Another concept that influences the project is Calm Technology, which was introduced by Mark Weiser and John Seely Brown (1995) in their paper “Designing Calm Technology”.

It is a design philosophy focused on integrating technology more seamlessly into daily life by using peripheral awareness rather than demanding our full attention all the time.

Today, most digital tools overwhelm us by constantly competing for our focus and attention, creating a sense of stress and distraction. Calm Technology on the other hand is about designing for both our center and periphery of attention, allowing us to shift our focus naturally when needed.

The periphery are things we are aware of without actively focusing on them. For example, when driving, we might not actively think about the engine sound, but we notice if it suddenly changes. Calm technology uses this same principle: subtle, non-intrusive cues that live in the background and only surface when needed. This allows us to stay aware without feeling overwhelmed.

Eventually, they argue that designing for calmness is essential in a world of constant digital noise and distraction. It’s not about removing information but about designing it to fit better with how people naturally divide their attention. [4]

Persuasive Design – Nudging, Not Controlling

My approach is informed by persuasive design, which incorporates principles from psychology, like motivations and cognitive biases, and turns them into practical strategies for designing products.

“Persuasive design can help:

  • Users in decision making
  • Designers communicate more clearly
  • Nudge users in the right direction
  • Help users to develop skills
  • Drive users end or begin new habits” [5]

A key framework here is BJ Fogg’s Behavior Model (FBM) that helps designers and researchers understand how to change human behavior through technology. He sees three factors that need to be there at the same time for the behavior to happen:

Motivation + Ability + Triggers = Behavior

Fogg points out that the goal of persuasive design is not to manipulate or shame users into behaving a certain way. Instead, it’s about gently guiding behavior, ideally in line with what the user already wants to do, like staying focused or being more intentional with their time. [6]

Literature

[1] Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (Harpercollins, 1990), 4.

[2] Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (Harpercollins, 1990), 49.

[3] Mihaly Csikszentmihalyi, Flow: The Psychology of Optimal Experience (Harpercollins, 1990), 33.

[4] Mark Weiser, John Seely Brown und Xerox PARC, „Designing Calm technology“, 21. Dezember 1995, https://people.csail.mit.edu/rudolph/Teaching/weiser.pdf.

[5] Eddie Kim, “Persuasive Design: Nudging Users in the Right Direction,” Medium, December 6, 2021, https://uxdesign.cc/persuasive-design-nudging-users-in-the-right-direction-5af4a6f8c06f.

[6] B. J. Fogg, “A Behavior Model for Persuasive Design,” in Proceedings of the 4th International Conference on Persuasive Technology, (April 2009): 1–7.