
Attention is the limited cognitive resource we allocate to what we perceive and do. In design, it is what decides what will be seen, understood, or simply ignored.
The groundwork was laid by Herbert Simon back in 1971, in a prophetic statement: "a wealth of information creates a poverty of attention." As information continues to explode, attention becomes the true scarce commodity, and thus the centerpiece of a whole new economy. An entire segment of digital design has been built to capture it: notifications, infinite scrolling, autoplay, and variable rewards.
This creates a profound moral tension at the heart of our craft. Capturing attention is easy and highly profitable; it simply requires exploiting our basic reflexes. Respecting it, however, is a much nobler challenge: helping users accomplish exactly what they set out to do, and then gracefully letting them go. Designer Tristan Harris popularized this vital critique through Time Well Spent: too many interfaces are optimized for time spent, rather than time well spent. Capturing and respecting pull in entirely opposite directions.
It is never a question of features, but of intention. The exact same notification can be a wonderful helper (a timely reminder) or a disruptive parasite (a nudge just to reopen the app). Attention captured against a user's will is a loan that cannot be repaid—and it is paid for in trust.
Our guiding principle is simple: design for the user's focus, never against it. Outstanding design helps people concentrate on what truly matters, then steps back elegantly. True performance is not measured by time captured, but by goals achieved without distraction.
What's happening elsewhere: dark patterns (captured attention), cognitive biases, cognition and cognitive load, affordance, and design ethics.
References: H. Simon, "a wealth of information creates a poverty of attention" (1971); T. Harris, Time Well Spent.

Rémi
Gréau
Director of Design
Related Articles

Dark Patterns: When Design Works Against Your Users Instead of For Them
Dark patterns: interfaces designed to manipulate user choice (Brignull, 2010). It is the very same mechanism as affordance, but cleverly reversed—and here is what the law now has to say about it.

Cognitive biases: to empower, or to exploit?
Cognitive biases are shortcuts in judgment (Kahneman). Design can leverage them to either empower or exploit. And as creators, we too carry our own biases.

Cognition: easing the mind's load, while keeping the intellect fully engaged
Cognition naturally imposes a limit: our working memory is remarkably narrow (as Miller and Sweller proved). Great design elegantly unburdens us from unnecessary effort, yet—as we know—not every challenge is a bad thing.

Emotional Design: Forging Ahead with Logic or Passion?
Emotional design shapes how a product makes us feel (Norman: visceral, behavioral, reflective). Since decision-making relies entirely on emotion, affect is never the enemy of reason—it is its greatest ally!

Affordance: When Guiding Gently Transitions into Manipulation
Affordance: the action an object naturally suggests to its user (Gibson, Norman). Yet, guiding a behavior and manipulating it share the very same mechanics. Where do we draw the line?
Our Associated Offers

Digital Product UX Design
Aktan designs digital products that are useful and simple, based on the real usage and journeys of your users.
Discover →

User and client testing
Evaluate a service, product, or device in real-world conditions to measure its effectiveness and desirability.
Discover →

Relational Signature and Customer Culture Program
Establish a strong relational signature to differentiate your experience and enhance loyalty.
Discover →