Attune — Recovery-first focus app

Personal product concept exploring recovery-driven interaction design

Role: Product Designer (Personal project)
Duration: 3 weeks / Spring 2026
Focus: UX Design / Interaction Design / Behavioural Design / Mobile UI

Impact

  • Defined a recovery-first interaction model challenging productivity-driven focus tools

  • Reduced time pressure and cognitive load through behaviour-informed interaction design

  • Designed core interaction patterns supporting calm, low-distraction use

  • Produced a high-fidelity mobile product concept

Overview

Attune is a mobile application concept designed to support sustainable focus through personalised work–break rhythms. Instead of optimising productivity, the concept explores how interaction design can support mental clarity and recovery without pressure, gamification, or disruptive notifications.

The project originated from a simple observation: during deep focus, people often recognise cognitive fatigue only after it has already built up. The goal was to design a calm experience where recovery is treated as part of sustained performance rather than an interruption.

Challenge

Most focus tools rely on timers, alerts, and performance tracking, which can introduce urgency, interrupt flow or create unnecessary pressure around “ideal” behaviour. The challenge was to design a system that supports sustained concentration while reducing time pressure and maintaining user autonomy.

Key insight: most focus tools optimise productivity — few support recovery.

Key design decisions

The concept prioritised calm interaction and behavioural guidance over user performance optimisation.

Key decisions included:

  • Removing productivity metrics to avoid performance pressure

  • Replacing numerical timers with non-numerical visual feedback

  • Designing a circular interface to communicate rhythm instead of countdown

  • Using gradual visual and sound transitions to signal breaks

  • Prioritising minimal interface during focus and low cognitive load over feature breadth

Approach

  • Conducted rapid review of existing focus and productivity tools

  • Explored interaction models through low-fidelity wireframes in Figma

  • Iterated concepts based on perceived cognitive load and flow disruption

  • Developed eight wireframe flows and nine high-fidelity UI layouts

  • Discussed early interaction concepts with peers for feedback

Outcome

  • Interaction model for recovery-driven focus sessions

  • Core user flows covering onboarding, focus, and break transitions

  • High-fidelity mobile UI layouts

  • Visual timer and circular progress interaction pattern

  • Concept for adaptive rhythm suggestions and behaviour insights

Rapid prototyping with wireframes in Figma.


Experience highlights

Focus session flow

  • Minimal visual time indicator

  • Circular progress communicates rhythm

  • Options to extend session or end focus early

Rhythm setup

  • Rhythm library with presets

  • Option for custom rhythm creation

Break transition

  • Gradual visual and sound cues

  • Suggested restorative activity

  • Option to continue focus

Pattern recognition

  • Detects behaviour patterns

  • Suggests rhythm adjustments

Weekly insight

  • Visual overview of focus patterns

  • Personalised usage insights

Soundscape selection

  • Personalised soundscapes support low-stress break awareness

  • Sounds can be assigned to specific focus rhythms

Reflection

This project strengthened my ability to design low-distraction interfaces, make intentional feature trade-offs, and reduce cognitive load through interaction design. If developed further, I would validate the concept through user testing and explore a functional prototype.

Previous
Previous

Mobile Map Service — Mobile-first UX for a spatial product

Next
Next

Design with Folk — Service design for a volunteer-based organisation