Antonio Britvar

DM2630 HT25 User Experience Design and Evaluation • Design Challenge Portfolio

Project for Habilitering & Hälsa, Stockholm

One Tiny Widget

How small can useful be?

Human-centered design for disabilities ADHD Micro-interactions Cognitive load Calm technology Attention economy Minimal interface
Widget prototype example

Context and Challenge

Habilitering & Hälsa in Stockholm provides support and services for individuals with developmental disabilities, including attention deficit hyperactivity disorder (ADHD). The challenge was to design a digital solution that can be implemented directly on their website.

Project Overview

One Tiny Widget is a micro-interaction concept exploring how a single, non-invasive yet persistent tool can reduce friction and cognitive load for users with ADHD.

Instead of full dashboards, menus or multi-step flows in a complete web app, the project investigates what happens when complex tasks surface through a minimal, always-available widget.

Core Problem

Users with ADHD often face unique challenges with digital interfaces. Too many entry points create decision paralysis, hidden functionality requires excessive memory load, mode switching fragments attention and high cognitive overhead makes even simple actions feel insurmountable.

Traditional productivity tools compound these issues by demanding engagement with entire systems, when the user simply wants to accomplish one small thing.

Scribbles illustration

How small and simple can an interface be while still remaining useful, intelligible and respectful of the user's attention?

Design Journey

1
The brief

The project brief called for a digital health support tool within an existing website. Early group ideas followed familiar patterns: information hubs, guided questionnaires and structured task flows. In such cases, users would be engaging with multi-step interfaces in a stable, sustained way. This mismatch became the first design insight: the problem was not access to information, but the effort required to enter and stay within an interaction. Rather than designing for ideal attention, the challenge shifted early on toward designing for attention, interruption, hesitation and re-entry.

2
Understanding cognition in context

User research and synthesis focused on how attention is managed in real situations. Interviews, mapping exercises and journey fragments highlighted a recurring pattern: difficulty initiating tasks was often more significant than completing them. In similar contexts and existing apps, users described cycles of hesitation, distraction and returning before meaningful action began. Support was not about delivering more guidance, but about lowering the threshold for engagement... Something the users could approach without preparation, leave without penalty and return to without friction.

3
Exploring interaction scale

Further research and ideation produced a wide range of interfaces and possible scenarios. Concepts included dashboard-style overviews, sequential workflows, micro-prompts, minigames and persistent floating elements. But this rapid prototyping and research into existing solutions revealed a pattern. Larger interfaces with many options increased decision hesitation, while smaller entry points felt more approachable.

4
Reduce > Expand

The pivotal design decision was to move in the opposite direction from conventional productivity tools. Rather than offering more features, the concept narrowed toward a single persistent widget. This was supported by four theoretical perspectives. If people naturally seek the minimum viable action, the design should meet them there rather than force navigation through layers of functionality.

5
The emergence of "one tiny" as a design principle

The phrase "one tiny" from a user interview became a deliberate constraint. It did not just become a brand, but also a design principle applied across every interaction. If I could know that I could achieve one tiny thing... I would be interested to come back to it and stay engaged. Each tool was limited to one action, one thought, one break, following the humanistic HCI perspective. By choosing extreme minimalism, the attention support privileges micro-actions and pacing over throughput and optimisation. This was a conscious rejection of the usual productivity logic that dominates most task-management interfaces.

6
Iterating and complementary tools

The widget began as a single interaction (One Tiny Step) and expanded into four tools only after reflecting on the range of states a user might be in: ready to act, needing structure, needing rest or needing to process a thought. Each addition was tested against the "one tiny" principle. Information seeking theory guided this: each tool represented a distinct entry point requiring no exploration or planning, supporting the users who will construct clarity eventually, rather than arriving with fixed goals. The home screen was designed last, deliberately presenting all four options as equally weighted to avoid imposing a hierarchy of "correct" usage.

The First Interaction

Rather than presenting a home screen full of options, the widget intentionally begins with the simplest interaction: One Tiny Step.
Only after additional engagement can the users discover other useful functionalities.

1. One Tiny Step 💪

Purpose

Enable a single, intentional micro-action through motivation.

Concept

The smallest meaningful interaction the widget supports. One action, one outcome.

UX Intent: Support focus and decisiveness.
Design rationale: The first, One Tiny Step interaction deliberately constrains the action space to a single micro-decision to minimise cognitive overhead at the point of engagement. In line with the fluid assemblage theory, the interface operates as a stable interaction surface that masks complexity, enabling users to act without knowing the full underlying structure.

Design Approach

Contemporary digital interfaces tend toward expansion – more features, more screens, more notifications. For users with ADHD, this accumulation is particularly harmful, creating environments where challenges are amplified rather than supported.

One Tiny Widget explores the opposite direction: what happens when we design for the absolute minimum viable interface?

For Habilitering & Hälsa, this offers a lightweight, embeddable solution that demonstrates their commitment to accessible design without requiring users to download or navigate complex apps.

Scribbles illustration

Theoretical Foundations

The design of One Tiny Widget draws on four key theoretical perspectives:

Fluid assemblages

Redström and Wiltse describe digital artifacts as fluid assemblages: dynamically composed from hardware, software, networks, metadata and runtime behaviour, yet presenting stable surfaces to users. This tension between underlying complexity and experiential simplicity directly informed the widget's architecture.

One Tiny Widget proposes a deliberately constrained interaction surface. Behind the single screen lies a set of distinct functional states, contextual transitions and conditional logic, but the user encounters only one action at a time and is sometimes even asked to come back later. Such design foregrounds clarity and reduces cognitive load.

Redström, J., & Wiltse, H. (2019). Changing things: The future of objects in a digital world. Bloomsbury Visual Arts.

Information seeking theory

This theory describes how users begin uncertain and construct clarity through exploration. Rather than arriving with fully formed goals, users satisfice, follow low-effort cues and rely on sensemaking to gradually build understanding. Interfaces should reduce cognitive foraging cost and enable incremental exploration rather than forcing premature decisions.

This directly shaped the widget's interaction model. The home screen, presented after completing the first step, displays four equally weighted entry points without hierarchy or recommended paths. Each tool begins immediately with no configuration, reducing the foraging that typically prevents engagement. The widget also does not demand that users know what they need, it supports them in finding out as they go.

Morville, P. (2013). Information seeking. In Search patterns: Design for discovery (pp. 13–34). O’Reilly Media.

Living disability theory

Cognition is framed as situational and fluctuating rather than as a stable capacity that is either present or deficient. This perspective rejects productivity models that assume consistent attention and instead asks how design can respect variability.

One Tiny Widget is built on this premise. It does not assume a "good day" baseline nor does it treat inconsistency as failure. The widget is useful when capacity allows and imposes nothing when it does not. There are no streaks, no reminders, no accumulation of missed actions. Diagnostic framing is avoided entirely, never labelling the user's state, instead offering low-pressure, micro-scale interaction that meets people where they are.

Hofmann, M., Kasnitz, D., Mankoff, J., & Bennett, C. L. (2020). Living disability theory: Reflections on access, research and design. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20) (pp. 1–13). Association for Computing Machinery.

Humanistic HCI

Every design choice embeds assumptions about what matters, what counts as success and how technology relates to human experience. This perspective asks designers to be explicit about the normative stances their work takes.

One Tiny Widget expresses a clear normative stance: humane attention support should privilege micro-actions, pacing and experiential clarity over productivity. The design is deliberately reflective, treating technology as embedded in lived cognitive practice. Completion messages like "You showed up today" value presence over output. The absence of metrics, progress bars and performance tracking is itself a design decision grounded in the humanistic commitment to treating users as whole people rather than as productivity units.

Bardzell, J., & Bardzell, S. (2015). Humanistic HCI. Morgan & Claypool Publishers.

Research and Insights

1

Lowering the threshold to begin.

The first interaction with the widget does not reveal all possible options. Instead, the user is invited to follow a simple healthy action or make up a custom one, reducing the effort compared to tools that require planning or understanding the system first.

Insight: Reducing upfront decisions can make starting feel more achievable.

Theoretical grounding: Information seeking theory shows that users satisfice and follow low-effort cues rather than systematically evaluate options. By eliminating the home screen, explanations, menus and configuration, the widget supports the natural tendency to take the path of least resistance toward action.
One Tiny Step interface

Working with, not against, limited focus.

Each tool is constrained to one action at a time: one step, one break, one thought. For example, One Tiny Thought only allows writing down a single thought before asking what should happen next, preventing escalation into longer lists when undesirable.

Insight: Intentional limits can help prevent mental overload during interaction.

Theoretical grounding: Disability theory frames cognition as situational and fluctuating. The one-action constraint does not assume a deficit to be corrected but acknowledges that focus is variable. Limiting scope respects variability rather than enforcing sustained attention.
One Tiny Thought interface

Action without streaks or commitment.

Unlike many productivity tools, actions in the widget end naturally. Finishing a timed step or break returns the user to a neutral confirmation state, without streaks, reminders or pressure to continue.

Insight: Short, self-contained interactions can reduce the feeling of obligation.

Theoretical grounding: Humanistic HCI asks designers to be explicit about the values their designs embed. The absence of streaks and gamification is a deliberate rejection of productivity optimisation as a design value. Interactions end naturally and completion is the desired action = presence matters more than performance.
Celebration state

Supporting pauses and interruptions.

Stopping is treated as normal. Users can leave after any action and return later without reconfiguration or penalty. The system state remains simple and recognisable upon return.

Insight: Interfaces that assume frequent interruption should minimise the effort to resume.

Theoretical grounding: Disability theory frames cognitive capacity as fluctuating and episodic rather than continuously available. In response, the widget maintains a consistent, recognisable interaction state so users can disengage and return without cognitive overhead. From a fluid assemblages perspective, this stable surface intentionally masks internal system changes, allowing the experience to feel continuous despite underlying variability.
Home state

Reflection without productivity framing.

End-of-day moments in More Tiny Steps and One Tiny Thought focus on acknowledgment rather than output (e.g. “You showed up today”). Reflection is optional and never framed as optimisation or performance.

Insight: Reflection can be supportive without being evaluative.

Theoretical grounding: Humanistic HCI positions technology as embedded in lived experience rather than as an external measure of performance. The reflective moments in the widget avoid quantification or judgement, instead acknowledging the user's participation. This aligns with the humanistic commitment to treating interaction as interpretive and meaningful on its own terms, not only when it produces measurable outcomes.
Reflection moment

Supporting Tools = Full Experience

Beyond One Tiny Step, the widget includes three additional states that work together to support different moments in a user's day. Each maintains the same minimal philosophy while addressing distinct needs.

Scribbles illustration

2. More Tiny Steps 🙌

Purpose

Support small progress without turning it into a larger commitment.

Concept

Users can note several small steps in one place and return to them later, without deadlines, prioritisation or restructuring. Progress is acknowledged, but the interface remains unchanged.

UX Intent: Make repetition feel lightweight and optional, rather than cumulative or demanding.
Design rationale: Information seeking theory frames this as scaffolding incremental sensemaking: users externalise partial intentions and revisit them as understanding evolves, avoiding premature closure. Disability theory reinforces this approach by treating cognitive engagement as episodic rather than continuous. By eliminating temporal and performance expectations, the design accommodates fluctuating attention and preserves agency, allowing interaction to remain lightweight even across repeated use.

3. One Tiny Break 🌿

Purpose

Support stepping away without justification or follow-up.

Concept

A timed breathing exercise with no decisions to make and no actions to complete. When the break ends, the interaction ends with it.

UX Intent: Provide moments of rest without new tasks, reminders or expectations.
Design rationale: One Tiny Break is grounded in humanistic HCI's principle that design embeds normative values. By including a tool dedicated solely to rest, with no productive outcome or follow-up action, the widget takes an explicit stance. Disability theory reinforces this choice by recognising that the need for breaks is not a failure of attention but a natural aspect of fluctuating cognition. The breathing exercise requires zero decisions, making it accessible even at moments of lowest capacity.

4. One Tiny Thought 💭

Purpose

Create a space to dare to externalise a single recurring thought, with the goal of supporting decision-making.

Concept

The user writes down just one central thought. Afterward, three simple outcomes are offered, preventing accumulation and over-processing.

UX Intent: Reduce mental load by allowing thoughts to be acknowledged and supported.
Design rationale: One Tiny Thought supports cognitive externalisation through a minimal interaction that allows users to capture and resolve a single thought without added structure. Fluid assemblages theory explains how the interface presents a stable surface that masks complexity, keeping the experience contained and approachable. From a humanistic HCI standpoint, the design privileges reflection over evaluation. It does not judge or categorise thoughts, but treats externalisation as meaningful practice. The widget therefore functions as a tool for lived cognitive support rather than analytical assessment.

The Four Tiny Actions' Home

Purpose

Help the user orient themselves without requiring a predefined goal.

Concept

After their previous interaction with One Tiny Step, the home screen presents four equally weighted starting points. The user chooses based on their current state, rather than a plan.

UX Intent: Make starting become easier with a situational selection.
Design rationale: The home screen is shaped by information seeking theory: users satisfice and construct goals through exploration rather than arriving with fixed intentions. After returning to the widget, the four equally weighted options without hierarchy avoid imposing a "correct" path and instead invite situational selection. The fluid assemblages perspective is also relevant: the home screen acts as a stable surface that conceals the distinct functional states behind each option, allowing users to re-enter the widget without needing to recall or navigate its internal structure.

Limitations and Critical Reflections

One Tiny Widget is intentionally constrained in scale, scope and ambition. While this restraint is central to the concept, it also defines clear limits to what the widget can support. Critically reflecting on these constraints and on the theoretical positions that motivate them is essential to understanding the strengths and blind spots.

Scribbles illustration

Minimal Support as a Theoretical Choice

By design, the widget avoids structure, prioritisation and long-term planning. As a result, it is not well suited for tasks that require sustained coordination, complex dependencies or external accountability. The concept focuses on moments of engagement rather than ongoing management.

This means the widget can support starting, pausing and reflecting, but not organising or optimising larger bodies of work.

This constraint is not arbitrary. Disability theory frames this as a deliberate choice to respect the variability of lived experience: if cognitive capacity fluctuates, then tools that assume continuity risk excluding users at their most vulnerable moments. The widget's minimal scope is designed to remain accessible precisely when other tools become overwhelming.

Reflection on simplicity: From a fluid assemblages perspective, the widget's simplicity is itself a design friction. The "stable surface" the user encounters is the result of deliberate complexity reduction, but this also means the widget obscures what it cannot do. A user may reasonably assume the tool will remember their progress or adapt over time, expectations shaped by the fluid assemblages they encounter elsewhere. The mismatch between expectation and capability is a potential friction point that the design does not fully resolve.

Some of the Tiny "Constraints"...

Reflection on constraints: Each of these constraints embodies a value stance rooted in humanistic HCI. The absence of prioritisation, memory and adaptation is not a feature deficit but a deliberate refusal to optimise. Humanistic HCI asks designers to be transparent about the values they embed: here, the value is that the user's present moment matters more than accumulated data about their past behaviour. However, this raises a genuine tension: some users with ADHD may benefit from gentle structure and persistence that the widget deliberately withholds. The design privileges autonomy and low pressure, but it cannot serve users who need external scaffolding to maintain longer-term goals.

These boundaries prevent the widget from growing into a system. However, they also mean that its usefulness depends heavily on the context in which it is used and the expectations users bring with them.

Reflection on sensemaking: Information seeking theory suggests that users construct goals incrementally through interaction. The widget supports this for single sessions, but it does not scaffold the longer arc of sensemaking that unfolds across days or weeks. A user exploring their relationship with task management, for instance, receives no continuity between sessions. This is a deliberate choice to prevent data accumulation from becoming a source of pressure, but it also limits the widget's ability to support deeper, evolving understanding over time.

Conclusion

The One Tiny Widget assumes situations where users benefit from reduced choice, low commitment and lightweight interaction. In contexts that demand persistence, optimisation or external coordination, such restraint may feel insufficient or even limiting.

Therefore, it does not aim to replace existing tools.

Its value is situational: strongest when pressure, fatigue or uncertainty make larger systems difficult to engage with. The theoretical grounding in disability theory, humanistic HCI, information seeking and fluid assemblages provides a foundation for understanding not only why the design works the way it does, but also where its limits lie and what assumptions it asks users to accept.

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You made it to the end!

Just like completing One Tiny Step at a time, you've explored this entire portfolio.

That's worth celebrating. ✨🤭

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