$npx -y skills add Owl-Listener/inclusive-design-skills --skill focus-attention-designDesign interfaces that support sustained focus and reduce distractions. Use when designing for users with ADHD, attention difficulties, anxiety, or any context where focus matters — dashboards, reading experiences, task flows, forms, learning interfaces. Triggers on: focus, distr
| 1 | # Focus and Attention Design |
| 2 | |
| 3 | Design interfaces that help people maintain focus on their task by |
| 4 | removing unnecessary distractions and giving users control over their |
| 5 | attention environment. |
| 6 | |
| 7 | ## Core Principle |
| 8 | |
| 9 | Every element on screen should serve the user's current task. |
| 10 | If it exists for the business but not for the user, it is a distraction. |
| 11 | |
| 12 | ## Design Patterns |
| 13 | |
| 14 | ### Single Purpose |
| 15 | - One primary action per screen or section |
| 16 | - Secondary actions visually de-emphasised (smaller, muted colour, text link) |
| 17 | - Remove decorative elements that don't serve the task |
| 18 | - Hide advanced options behind "Show more" or "Advanced" |
| 19 | - Present choices sequentially, not simultaneously, when possible |
| 20 | |
| 21 | ### Interruption Control |
| 22 | - No autoplay audio or video |
| 23 | - No pop-ups that aren't triggered by user action |
| 24 | - Allow users to dismiss or defer notifications |
| 25 | - Save state before showing any modal — closing it must not lose work |
| 26 | - Never remove content from the screen without user action |
| 27 | - If a banner or alert is needed, make it dismissable and non-blocking |
| 28 | |
| 29 | ### Visual Calm |
| 30 | - Generous whitespace between sections |
| 31 | - Limited colour palette (3–4 colours for UI elements) |
| 32 | - Subtle borders and dividers, not heavy lines |
| 33 | - No flashing, blinking, or rapidly changing content |
| 34 | - Animation only for functional feedback (loading, transitions) |
| 35 | - Always respect prefers-reduced-motion |
| 36 | |
| 37 | ### Time Sensitivity |
| 38 | - Avoid time limits unless absolutely essential |
| 39 | - If time limits exist, warn well before expiry |
| 40 | - Provide easy extension (one click, not multi-step) |
| 41 | - Allow at least 20 seconds per required decision |
| 42 | - Save progress automatically in timed contexts |
| 43 | - For session timeouts: save state and allow seamless return |
| 44 | |
| 45 | ## Assessment Questions |
| 46 | |
| 47 | For each screen, ask: |
| 48 | 1. What is the ONE thing the user should do here? |
| 49 | 2. Is that one thing the most visually prominent element? |
| 50 | 3. What on this screen competes for attention? Can it be removed or muted? |
| 51 | 4. Can the user control interruptions (notifications, modals, autoplay)? |
| 52 | 5. Is there artificial urgency that doesn't serve the user? |
| 53 | |
| 54 | ## Anti-Patterns to Flag |
| 55 | |
| 56 | - Countdown timers on non-time-sensitive actions |
| 57 | - "Only 2 left!" urgency messaging |
| 58 | - Autoplay video or audio |
| 59 | - Multiple competing calls to action |
| 60 | - Chat widgets that pop up unsolicited |
| 61 | - Moving or animated advertisements near task areas |
| 62 | - Layout shifts that redirect attention |