Many people at some time or another feel an urge to fidget. In lectures, it is common to fiddle with objects in one’s surrounding environment. While this may seem like a distraction, fidgets afford people a way to release pent up energy [
25], allowing them to pay more attention and even increase retention of lecture material [
13]. Most spontaneous fidget objects end up being non-distracting items around us, such as office supplies. In the virtual world, however, the landscape is sparse for potential virtual fidgets that are not designed to draw attention from the user. When a student watching a video lecture has trouble focusing, they are likely to turn to activities unrelated to the lecture, such as social media [
35] which, in the virtual world, is often the student’s closest “fidget object”. Social media, by its very nature, is designed to firmly hold attention [
2], and prior work has shown that students’ attention and retention significantly worsen when completing tasks on computers during lectures [
28,
29]. These digital distractions have become even more common in the age of Zoom and online learning during the COVID-19 pandemic, with one large-scale study finding that 23-31% of people reported multitasking during meetings [
4]. Trying to maintain attention during long video conferences can also lead to emotional burnout, or what has been commonly referred to as “Zoom fatigue” [
27].
In traditional classroom settings, fidgeting has particularly been shown to greatly improve children’s learning and attention [
5,
13,
16], which may have sparked the growth of fidget toys [
3]. While physical fidget tools do provide benefit to many people, as more classes move to an online or hybrid structure due to the COVID-19 pandemic, it is essential for students to have integrated ways to both maintain focus and bounce back from temporary inattention. We propose translating these fidgeting principles into virtual learning environments as a response to these changes. We believe virtual fidgets have a high potential for impact specifically in online lectures, where students often passively watch lectures without active engagement in the form of participation.
This paper seeks to understand how students feel about using virtual fidgets on the same screen as their online lectures. We theorize that giving users a satisfying fidget located directly on the screen next to their lecture may fulfill their need for stimulation, keeping them more engaged in the lecture than if they were simultaneously using social media. To explore this, we designed a user study where students use virtual fidgets on the same screen as an online lecture. The insights from our users’ perspectives were then used as a basis to provide recommendations for future designs. As a result of this work, we identify that the fidget intervention reduced transfer to other sites in a majority of participants. Based on our study, we present four core design principles to serve as guidelines for future virtual fidget tools. We suggest that virtual fidget tools should be context-aware, visually appealing, easy to adopt, and physically interactive.