attention
The limited capacity to select, hold, and act on information while other possible inputs compete for entry.
Glossary
These terms are practical handles. They are meant to clarify behavior without turning everyday difficulty into a diagnosis.
The limited capacity to select, hold, and act on information while other possible inputs compete for entry.
Behavior that begins with little conscious deliberation because cues and repetition have made the action familiar.
A design pattern that starts the next media item automatically, weakening the natural stopping point.
Repeated behavior that feels difficult to stop despite conflict with the person's stated intentions. This manual uses the term descriptively, not diagnostically.
A deliberate obstacle that creates a pause before an action, such as logging in manually or moving a device away.
The surrounding system of devices, defaults, alerts, shortcuts, interfaces, rooms, and routines that shapes technology use.
A neurotransmitter involved in motivation, movement, learning, anticipation, and reward-related signaling. It is not a toxin to remove.
Entertainment chosen with a visible endpoint, such as one movie, one album, or one planned game session.
Entertainment that keeps generating the next option, such as feeds, endless scroll, autoplay queues, and repeated refreshing.
A minimum operating mode that reduces input enough to prevent a scattered day from collapsing completely.
New or changing information that naturally draws attention and can make repetition feel rewarding.
The thought chain where one unplanned action becomes permission for more: the rule is broken, so the day is treated as ruined.
Design intended to shape user behavior through prompts, friction, rewards, social cues, defaults, or timing.
The motivational pull that can occur before a reward arrives, especially when the next outcome is uncertain.
Concrete personal rules defining access, timing, format, and stopping conditions for high-risk activities.
The event, time, quantity, or boundary that marks a session as complete.
The act of beginning a task, especially when the task is slow, ambiguous, difficult, or emotionally loaded.
A cue or state that tends to start a behavior, such as boredom, fatigue, conflict, waiting, or a notification.
An uncertain reward pattern in which the next attempt might produce something interesting, reinforcing repeated checking.
A predictable time or situation when automatic digital use becomes more likely.