The Machine

Behind the Distraction

Published on 14th April 2018

The section contains the three-dimensional digital replica of the Personal Distraction Machine II. The replication is according to the submitted photographic evidence, technical drawings as well as written documents. It represents the approximation
of how the machine's ergonomic, graphical user interface, and the underlying infrastructure works together as a tool for the laboratory to maximize distraction
among their test subjects.

The Technical Drawing of

the Personal Distraction Machine II

A Closer Inspection of
the Personal Distraction Machine II

The First Stage:

Grabbing Attention

The test subject’s journey starts with the interruption light.
It indicates the existence of information that, in theory, could be relevant to the test subject.

Once the subject has been prompted by the Interruption Light, Habitually, the subject would reach the machine in order to interact with it.

The first stage of
Grabbing Attention is now completed.

Frequently, however, the Distraction Laboratory would send out meaningless notifications to engage the subject with the machine.
With the false sense of anticipation, the test subject would stay to interact with the machine regardless.

The Second Stage:

Immerse the Subject

The infinite screen allows for pages to be continuous with no pagination nor exit point; encouraging the subject to explore the page for a longer duration of time.

The cinematic display has introduced an immersive viewing experience through the use of dimmed graphical user interface.

The unobtrusive graphical user interface makes the subject loses track of time by hiding the clock display.

Occasionally, the Distraction Laboratory would send out a reminder to ensure that the subject is paying close attention to the displaying content.

The peripheral monitor edge limits the subject's field of vision only to the machine's monitor.

The Last Stage:

Making a Habit

The Refresh Button has been engineered to give satisfying tactile feedback to motivate the subject into pressing it, ultimately making the process of checking-in a habit for the test subject.

Lastly, by showing the metrics of the subject's longevity on the machine, the subject will feel a sense of accomplishment from the time spent with the Personal Distraction Machine II.

Printed Artefacts→