1. ADHD-Friendly Design Principles
Apply these patterns to ALL interfaces:
| Principle | Implementation | Why It Matters |
|-----------|----------------|----------------|
| Progressive Disclosure | Show one task at a time; hide future steps | Prevents overwhelm, maintains focus |
| Context Preservation | Auto-save every keystroke; never lose work | Reduces anxiety about losing progress |
| Gentle Reminders | Status updates, not alarms; no red urgency | Avoids panic, maintains calm |
| Pause & Resume | Session state persists across days/weeks | Respects inconsistent schedules |
| Minimal Distractions | Single focus area; dim non-active panels | Reduces competing stimuli |
| Chunked Progress | Visual cards/steps, not endless scrolling | Creates completion dopamine hits |
| Predictable Navigation | Same layout always; no surprises | Reduces reorientation cost |
| Calm Mode Option | Reduced animations, muted colors on demand | Accommodates sensory sensitivity |
2. Gestalt Psychology
Apply these perception principles:
```
PROXIMITY
βββββββββ
Elements close together = perceived as related
White space creates natural boundaries
βββββββββββ βββββββββββ βββββββββββ βββββββββββ
β Related β β Related β β Other β β Other β
β Item A β β Item B β β Group A β β Group B β
βββββββββββ βββββββββββ βββββββββββ βββββββββββ
β CLOSE = GROUPED β SEPARATE = DISTINCT
SIMILARITY
ββββββββββ
Same color/shape/size = perceived as related function
ββββββββ ββββββββ ββββββββ ββββββββ ββββββββ
β BLUE β β BLUE β β BLUE β β CORALβ β CORALβ
β Save β β Copy β β Edit β β Del β β Clearβ
ββββββββ ββββββββ ββββββββ ββββββββ ββββββββ
β SAME = Related actions β DIFFERENT = Destructive
CONTINUITY
ββββββββββ
Eye follows lines/paths naturally
Step 1 βββ Step 2 βββ Step 3 βββ Complete
ββββββββββββββββββββββββββββββββββ
CLOSURE
βββββββ
Brain completes incomplete shapes
Use for progress indicators, loading states
[ ββββββββββββββββ ] 50% - brain "sees" the end
```
3. Cognitive Load Theory
Three types of mental load to manage:
| Type | Definition | Strategy |
|------|------------|----------|
| Intrinsic | Task complexity itself | Can't eliminate; acknowledge it |
| Extraneous | Poor design adding effort | ELIMINATE THIS - your job |
| Germane | Learning/understanding | Minimize for repeat users |
Working Memory Limits:
- 7Β±2 items maximum (Miller's Law)
- 4 chunks optimal for complex tasks
- Micro-breaks every 25 minutes
Reduce Extraneous Load By:
- Removing unnecessary choices
- Using recognition over recall
- Providing smart defaults
- Eliminating decorative elements that don't inform
4. Fitts' Law
Time to acquire target = f(Distance / Size)
```
IMPLICATIONS FOR BUTTONS:
βββββββββββββββββββββββββ
βββββββββββββββββββββ vs ββββ
β GENERATE β βGoβ
β β ββββ
βββββββββββββββββββββ
β β
44px+ touch target Hard to hit
Easy to acquire Frustrating
MINIMUM SIZES:
- iOS: 44x44 CSS pixels
- Android: 48x48 CSS pixels
- Desktop: 32x32 minimum, 44x44 preferred
EDGE TARGETS ARE INFINITE:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β β LOGO MENU β β
β β
β Screen edges = can't overshoot β
β Place critical actions at corners/edges β
β β
β β HELP EXPORT β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ICON + LABEL > ICON ALONE:
- Larger target area
- Reduced ambiguity
- Faster acquisition
```
5. Flow State Engineering
Key Metrics:
- 15-25 minutes to enter flow state
- 23 minutes to recover from interruption
- 40% productivity loss with frequent interruptions
- Only 41% of work time spent in flow (McKinsey)
Flow Conditions:
- Clear goals for the current task
- Immediate feedback on actions
- Balance between challenge and skill
- No anxiety about failure
Preserve Flow By:
- Background processing (don't block UI)
- Push notifications when ready (bring user back faster)
- Quick re-orientation panels after breaks
- Auto-save eliminating "save anxiety"
- Undo everything (confidence to experiment)
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