Designing For Boredom

May 8, 2025

Some of the best ideas don’t come from excitement. They come from boredom.

That dull stretch of time when your brain starts pacing, poking at things, drifting into weird corners. That’s the real playground. The zone where your mind starts building stuff — not because it was told to, but because it needs to.

But here’s the problem: most software today is designed to kill boredom, not work with it. Every app is optimized to fill your attention, not leave space for it to wander.

That’s a mistake.

Because boredom is not the enemy. Boredom is the buffer. The void where your brain sorts itself out, where you actually hear your own thoughts. If you design it out, you design thinking out.


Everything is Trying to Be Interesting

Look around at any modern interface — your phone home screen, your desktop, even your car dashboard. Every pixel is competing for your attention. Bright colors, bouncing animations, urgent labels, little dopamine hooks.

We’ve optimized for stimulation so hard that we forgot something: not everything needs to be interesting.

Sometimes, the best interface is the one that disappears. The one that lets you drift. That gives you enough structure to stay grounded, but not so much that you’re locked into constant feedback loops.

Boredom isn’t failure. It’s space.


What Boredom-Friendly Design Looks Like

I’m not saying we need slow apps or empty screens. I’m saying we need to respect the moments between the clicks — the pauses, the wandering, the stillness.

What would it look like to design for boredom on purpose?

  • Slow Loaders with Purpose

    Not fake loading screens, but gentle interludes. Little visual rests that don’t rush. Like walking between rooms instead of teleporting.

  • Quiet States

    Not “error” or “no data” pages — but invitation spaces. When there’s nothing going on, the UI doesn’t scream. It gently asks, “Want to try something?”

  • Rhythmic Design

    Interfaces that have a tempo. Not everything jumps at once. Some things take a beat. Microdelays that let the brain catch up, reflect, breathe.

  • Empty Time as a Feature

    Instead of nudging people to do more, some apps should nudge people to do less.

    “Hey, you’ve been here a while. Take a walk?”

    “You’ve completed your focus block. Maybe don’t click around for 5 minutes.”

This isn’t about slowing down for the sake of it. It’s about trusting the user to bring their own creativity into the space — instead of constantly spoon-feeding them stimuli.


Boredom is a Feature, Not a Bug

We need to reframe boredom as part of the design. A lever, not a leak.

In education, boredom is where kids start forming questions. In writing, it’s where the brain flips back through memory and starts making connections. In music, it’s the rest between notes that gives the sound meaning.

Why should software be any different?


Final Thought

There’s this old idea that a good interface should be invisible. I don’t totally agree. I think a good interface should know when to leave you alone.

Boredom isn’t the enemy. It’s a portal. Good design doesn’t just entertain — it holds space for what might come next.

So yeah, maybe the next wave of design isn’t more stimulation.

Maybe it’s just… letting people get bored.