Designing for Calm:
Exploring Desinteraction
in a World of Distraction

Can we design digital experiences that respect user attention in an overstimulated world? By embracing concepts like “desinteraction,” we have the power to balance engagement with a more thoughtful approach.

The Enraged Musician (1741) by William Hogarth.

Can we design user experiences that respect attention in a world that constantly demands it?

A few months ago, a colleague expressed skepticism about the practicality of designing calm, soothing user experiences.

He told me, “As designers, we say we design for users, but in reality, we design for the brands that pay us. Their priority isn’t user calmness; it’s capturing user attention. We create products that grab attention, often leading to addictive experiences that keep users engaged for hours.”

I understand his frustration—I’ve been there myself. But I fundamentally disagree with this disempowering view of both designers and users.

Rather than seeing ourselves as mere pawns in the market’s game, designers hold a unique position to influence change. Yes, we often face difficult decisions and have to make compromises, but we are active participants in the decision-making process. The choices we make inevitably shape the outcome, and this idea has been central to my practice and research for over 15 years.

On the user side, I believe we can—and do—choose to disengage from attention traps. In an age of information overload, our brains have become adept at filtering out what we deem irrelevant. Many of us instinctively ignore areas typically occupied by ads, and children today can hit the “Skip Ad” button before they can even read. As the battle for our attention intensifies, our brains have developed ways to “disinteract” with overwhelming information.

Coloured engraving from Joseph Racknitz’s 1789 pamphlet which attempted to reveal the secret workings of William Kempelen’s alleged chess-playing automaton “The Turk” 

Researchers like Eric Brende and Phoebe Sengers have long discussed mechanisms that help users resist unnecessary engagement. Others, like Lars-Erik Janlert and Erik Stolterman, define “desinteraction” as the act of refusing to interact and resisting attempts to capture attention. This can occur through conscious choices or unconscious desensitization, enabling us to filter the constant noise around us.

For designers, “desinteraction” can either feel like a challenge or an opportunity. Personally, I see it as a chance to create something better. It’s not always easy, I get that. But that’s exactly why I keep asking myself questions like:

  • How can I design products that work without demanding constant attention?
  • How can I offer users a break in this relentless battle for their attention?
  • Is this what calm design looks like?

I’ve been developing several tools and frameworks with these questions in mind, aiming to integrate them into my own design processes—and hopefully, they’ll be useful for other designers as well.

I’d love to hear your thoughts on this. How do you think designers can strike a balance between creating engaging experiences and supporting user well-being?

In Things That Keep Us Busy, Lars-Erik Janlert and Erik Stolterman explore the complex world of interactivity. They examine how our interactions with digital devices and systems shape our lives, from the evolution of interfaces—from knobs to touch gestures—to the deeper implications for our attention and well-being.


Interested in learning more about Calm Design? Check out the collection of resources at Calm Design Lab.


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