✳ SAHILVERSE / EXPERIMENT 041CONTACT ↗
NO TRACKERS · NO ACCOUNT · NO HIDDEN MECHANICS

ATTENTION
LABYRINTH✳

A maze that changes the invitation, not the destination. What happens when the interface asks for your attention?

01 / THE EXPERIMENT

One map. Two atmospheres.

Find the exit at the far edge. Quiet shows just the path. Casino offers optional prompts designed to compete for attention. You control every mechanic.

Interface mode
Explicit opt-in mechanics (Casino only; off by default)
Visual comfort
THE RULES ARE PUBLIC.

Moving into an adjacent open cell costs one move. A detour is a move that increases shortest-path distance to the exit. Decision time is measured between deliberate directional attempts; it is not a measure of cognition. Pauses and hidden-tab time are excluded.

POSITION A1MOVES 0DETOURS 0ELAPSED 0s
Ready. Choose a direction, or select an adjacent cell.
ACCESSIBLE TEXT MAP / CELL DIRECTORY

Each line names open or blocked cells. The maze itself includes individually labelled adjacent-cell buttons. Shortest-path distance is computed from the map, not estimated.

02 / THE COMPARISON BENCH

Compare observed runs

Finish a run in each mode to see the same map through two interface conditions. History stays in this browser until you erase it.

No completed runs yet. Complete a Quiet and Casino run to compare them.
03 / LOCAL EVENT RECORD

What actually happened

Events are stored only in browser localStorage. Direction attempts, accepted prompts, pauses, and completed runs; never identity, keystroke text, or external telemetry.

  1. No moves yet.
04 / UNDER THE SURFACE

Attention is not a moral test.
Interfaces are not neutral.

MECHANISM / 01

Novelty is an invitation

A distinctive marker can make a possible route salient without changing its underlying value. In Casino mode, ✦ appears on selected reachable detour cells only if you opt in. Seeing a sign is not proof it altered your behaviour.

MECHANISM / 02

Reward cues reshape the frame

Badges appear for visiting optional side rooms. They have no monetary value and are never exchanged for anything. The interesting question is whether a label transforms a detour into something that feels worth doing.

MECHANISM / 03

Friction is a design choice

Opt-in friction doors request an extra confirmation before a move. They do not increase distance. They change the effort of one choice. Friction can support deliberate decisions or merely obstruct them, depending on context.

MECHANISM / 04

Distraction needs an exit

Optional cards propose a reachable detour and always offer a one-click dismissal. No countdown, flashing, penalty or repeat nagging. An ethical prompt leaves refusal easy and does not hide the original goal.

05 / THREE FIELD EXPERIMENTS

Investigate the interface.

01

The same maze, twice

Finish Quiet first. Then replay Casino with only novelty signposts enabled. Compare moves, detours and decisions. How much might practice explain?

02

One switch at a time

Replay with reward cues, then friction doors. Keep the map fixed. Notice the difference between changing what is possible and changing what seems attractive.

03

Refusal as a design feature

Enable distraction cards. Decline each prompt. Does knowing you can leave make the experience feel different? This is a reflection, not a psychological inference.

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