ATTENTION IN THE AGE OF DOPAMINE | murmur
A wearable system designed to interrupt habitual media consumption and redirect attention.
STUDIO Design Principles II
TIMELINE
April - May 2026
MEDIUM TOOLS
TPU, PLA SolidWorks, Figma
TPU, PLA SolidWorks, Figma
Overview
This collaborative project explored how design could interrupt dopamine-conditioned media habits and redirect attention toward more intentional behaviors. I initiated the concept after observing the growing influence of dopamine-driven media consumption within my generation and led the project's research and overall design direction. Our research examined addiction cycles, methods of behavioral change, attention-retention strategies used by social media, and the habits and behaviors associated with sustained focus.
These insights informed the development of a connected system of wearable devices and a digital interface designed to introduce subtle interruptions during habitual media consumption. I guided the system's development and key design decisions across the team's deliverables, while independently leading the UX/UI design of Murmur, the accompanying app experience.
This collaborative project explored how design could interrupt dopamine-conditioned media habits and redirect attention toward more intentional behaviors. I initiated the concept after observing the growing influence of dopamine-driven media consumption within my generation and led the project's research and overall design direction. Our research examined addiction cycles, methods of behavioral change, attention-retention strategies used by social media, and the habits and behaviors associated with sustained focus.
These insights informed the development of a connected system of wearable devices and a digital interface designed to introduce subtle interruptions during habitual media consumption. I guided the system's development and key design decisions across the team's deliverables, while independently leading the UX/UI design of Murmur, the accompanying app experience.