Get a Grip (Or Don't): Designing the World’s Most Uncomfortable Phone
Faculty Mentor
Collin Manikoth
Presentation Type
Poster
Start Date
4-14-2026 11:30 AM
End Date
4-14-2026 1:30 PM
Location
PUB NCR
Primary Discipline of Presentation
Design
Abstract
Current smartphone design follows a model of being “user-friendly,” where devices are engineered to be lightweight, comfortable, and sensory-neutral to encourage prolonged usage. This research tests a different approach: if we change the physical design of a phone to be uncomfortable or challenging, are people less likely to use it? Without changing the phones software, this project uses 3D-printed designs and unconventional materials to reshape the physical experience of using a phone. Three specific prototypes were created to test this: 1) a Limited view Opening Case that covers most of the screen to limit what the user can see, 2) an Uncomfortable (circle) Case that is difficult to grip and cannot lay flat on a table, 3) a Sensory Deterrent Case that replaces the smooth feel of a phone with a distracting “fuzzy” texture, and 4) a Cement Case that is heavy and hard to hold for long periods of time. The goal of this research is to measure the effectiveness of these designs by tracking the “Interaction Tax” which is the extra time and effort it takes to perform basic tasks like texting or checking a notification. By making the phone a hassle to use, this project demonstrates that hardware design can act as a physical filter, helping users move away from mindless scrolling and back to using a phone only when necessary.
Recommended Citation
Vinson, Briana, "Get a Grip (Or Don't): Designing the World’s Most Uncomfortable Phone" (2026). 2026 Symposium. 38.
https://dc.ewu.edu/srcw_2026/ps_2026/p2_2026/38
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.
Get a Grip (Or Don't): Designing the World’s Most Uncomfortable Phone
PUB NCR
Current smartphone design follows a model of being “user-friendly,” where devices are engineered to be lightweight, comfortable, and sensory-neutral to encourage prolonged usage. This research tests a different approach: if we change the physical design of a phone to be uncomfortable or challenging, are people less likely to use it? Without changing the phones software, this project uses 3D-printed designs and unconventional materials to reshape the physical experience of using a phone. Three specific prototypes were created to test this: 1) a Limited view Opening Case that covers most of the screen to limit what the user can see, 2) an Uncomfortable (circle) Case that is difficult to grip and cannot lay flat on a table, 3) a Sensory Deterrent Case that replaces the smooth feel of a phone with a distracting “fuzzy” texture, and 4) a Cement Case that is heavy and hard to hold for long periods of time. The goal of this research is to measure the effectiveness of these designs by tracking the “Interaction Tax” which is the extra time and effort it takes to perform basic tasks like texting or checking a notification. By making the phone a hassle to use, this project demonstrates that hardware design can act as a physical filter, helping users move away from mindless scrolling and back to using a phone only when necessary.