The project extends across physical and digital environments. These are settings and candidate interventions to investigate, not a claim that each has a reliable or nonconscious effect.
Physical environment
Layouts, lighting, scent, sound, temperature, queues, architecture, signage
Visual perception
Contrast, gaze cues, faces, symmetry, motion, colour, scale
Language
Framing, anchors, priming, ambiguity, vocabulary, implied consensus
Interfaces
Defaults, hierarchy, friction, ordering, progress, notifications
Commerce
Scarcity, decoys, bundles, reference prices, subscriptions, loyalty
Social influence
Crowds, reviews, authority, imitation, popularity
Algorithmic environments
Ranking, recommendations, feeds, personalisation, exposure
Sensory influence
Audio, rhythm, smell, texture, haptics, spatial acoustics
Temporal influence
Urgency, delay, interruption, repetition, anticipation
Attention engineering
Novelty, variable rewards, unfinished states, infinite content
Memory
Familiarity, narrative, peak-end effects, reconstruction
Emerging technology
Adaptive interfaces, optional eye tracking, biometrics, generative AI, affect inference