Type

Type

Academic Project

Academic Project

Duration

Duration

11 Weeks

11 Weeks

Team

Team

Ambady Ravi,

Ayesha Khan,

Pranati Kompella,

School of Information

@ UT Austin

Ambady Ravi,

Ayesha Khan,

Pranati Kompella,

School of Information

@ UT Austin

My Role

My Role

UX Research, Prototyping,

Interface Design

UX Research, Prototyping,

Interface Design

Tools

Tools

Output

Output

Working prototype,

18-page report

Human-AI Interaction

UT Austin

UX Research

Designing Cognitive Friction for Human-AI Collaborative Ideation

Designing Cognitive Friction for Human-AI Collaborative Ideation

AI ideation tools are built to feel effortless, and people stop thinking critically when they use them. We built an ideation tool with two deliberate kinds of friction, then ran a within-subjects study to test whether friction brings back deliberate thinking and a sense of ownership over ideas.

The problem

The problem

AI ideation tools compete on removing effort but when the thing you are making is an idea, the effort is the work. People take the first polished answer and stop thinking and people feel little ownership of the result.

What we did

What we did

Designed the interface and the turn structure for an ideation tool with two kinds of deliberate friction built in. One makes you assemble the idea yourself. The other argues with you. Then we tested both against a plain chatbot.

The outcome

The outcome

Fast, automatic thinking filled 62 to 79% of the plain chatbot sessions, and 33 to 47% under either friction mode. Four of five people quit the plain chatbot before it was finished. Only one of the two friction mechanisms also made people feel the idea was theirs.

The Problem

Creative AI tools,
one shared assumption

Creative AI tools,
one shared assumption

The ideas that lose to filing friction are the ones nobody else has.

THE GAIN

More ideas, and more variety

Holzner 2025 · Kim & Maher 2023

THE COST

People stop doing the thinking

Boers 2025

Teams using AI produce more. The cost shows up in the person, not the output.

Every one of these tools competes on removing effort, and in most contexts that is right. An idea is different. You do not know what you want yet, so working it out is the task. Remove that effort and you have removed the only part getting you anywhere.

Nothing to push against

Nothing to push against

You stop examining output that already looks polished and finished, so weak ideas and biases go uncorrected.

Low engagement and contribution

Low engagement and contribution

You feel little psychological ownership of an idea you did not build, and weak ownership means you stop investing in it.

Why it happens

Frictionless AI makes ideation faster and shallower

SYSTEM 1 · FAST THINKING

Automatic: You do not feel it happening.

This is the part that comes up with ideas

SYSTEM 2 · SLOW THINKING

Deliberate: It costs you effort.

This is the part that judges them

WHERE PEOPLE STAY WHEN THEY WORK WITH AI

Fast thinking

Slow thinking

Good creative work needs both. Working with AI, people mostly stay in fast thinking (Wadinambiarachchi et al. 2024).

Human input in AI co-creation is remarkably low. People mostly select, accept or reject what they are handed, and rarely transform or add to it. (Xie 2024 · He & Liu 2026)

People and the model agree far too quickly. The model tends to confirm whatever you say, so an idea gets accepted without ever being tested. (Tsakalerou 2026)

Project Ideas

How to make an experiment around them

The Evidence Map

The Evidence Map

Ideas sit in a knowledge graph. Click a connection to read the three sources behind a claim.

The Taboo Deck

The Taboo Deck

Ban the twenty most common words in your category. Say one and the text blurs.

The Imposter Room

The Imposter Room

Three experts answer your question. Two are lying confidently. Work out which one is real.

The Jargon Slayer

The Jargon Slayer

Explain your concept to a monster that grows stronger on every buzzword you use.

The Devil’s Advocate

The Devil’s Advocate

A stakeholder who answers “better implies a metric, which metric” until you argue from first principles.

Research

Seven kinds of friction exist.
We could build two.

We surveyed friction mechanisms across educational psychology and interaction design, under desirable difficulties, positive friction and frictional AI, and grouped them into seven families. Two questions cut the seven down to two.

FILTER ONE

Can three students build it in one semester?

FILTER TWO

Does it change what the person does, or only how the screen looks?

Perceptual disfluency and temporal barriers fail the second test. They decorate the problem instead of touching it.

Perceptual disfluency

Perceptual disfluency

Degraded fonts, hard-to-read typesetting. Make it harder to read.

Temporal barriers

Temporal barriers

Microboundaries, artificial processing delays. Make the person wait.

Cognitive forcing

Cognitive forcing

Forced choice, unassisted first steps. Withhold help until they commit.

Antagonistic design

Antagonistic design

Engineered discomfort, unfriendly interfaces. Make the system argue.

Productive struggle

Productive struggle

Scaffolding, guiding questions. Give hints instead of answers.

Generative labour

Generative labour

Effortful assembly, the IKEA effect. Make the person do the work.

External scrutiny

External scrutiny

Reflective nudges, explainability requirements. Make someone check the reasoning.

Each mechanism we kept targets one of the two causes.

Few generative actions

Generative labour

adds the missing user actions

Consensus too fast

Antagonistic

breaks the fast agreement loop

Perceptual disfluency and temporal barriers add effort without asking you to produce anything, so neither could touch ownership.

THE GAP WE FOUND

Friction in AI systems has mostly been studied in decision support (Buçinca 2021; Natali 2024). Antagonistic conversation has never been tested in creative ideation.

Response

So we built three tools

We built a text ideation tool for marketing briefs. It has three modes behind a single toggle. The model, the task and the length of the session are identical in all three. The only thing that changes is how much work the interface makes you do.

Standard

Standard

A normal AI chatbot

A normal AI chatbot

You describe a brief, it hands you finished campaign ideas, you pick one. No canvas, no resistance. This is the control, and it is what every tool on the market already does.

Generative Labour

Generative Labour

It makes you build the idea

It makes you build the idea

The model puts rough fragments on a canvas and stops. You cannot advance a turn until you have edited them, added detail and drawn the connections yourself.

Antagonistic Partner

Antagonistic Partner

It makes you defend the idea

It makes you defend the idea

It is helpful for two turns. Once you commit to an idea it turns critic, acknowledges without praise, and pushes on your weakest answer, harder every turn.

Research

Questions

1

How do generative labour and an antagonistic conversation style, used as friction mechanisms, affect System 1 and System 2 thinking during ideation?

Measured by: retrospective interviews coded against a dual-process codebook by two independent coders, with time per turn as a behavioural signal.

2

How do these two mechanisms affect psychological ownership of the ideas produced?

Measured by: 1–7 self-ratings of ownership and perceived AI contribution, with satisfaction and confidence as checks that friction did not just make people dislike the result.

Nobody was told which mode they were in, or that the mode changed between sessions. The next four sections are how each mode works. After that, what happened when people used them.

Browser

The interface

React 18
ReactFlow 11

Zustand 5

POST /api/chat

+ canvas state

Server

A proxy

Express 4 · 72 lines
no prompt logic, no state

localhost

/api/chat

Model Host

Ollama serving llama3

runs on a machine
no key, no quota

Standard

Standard

The control condition. A plain chat partner, no canvas, no resistance, and what every tool on the market already does.

Generative Labour

The model opens the space. You make the meaning.

Chat on the left, a node canvas on the right. Six turns walk one line of brief to a campaign with a working mechanism. Nodes never disappear between turns, so the tree grows as the session does.

01

Clarify

AI ACTS

Three questions about audience, product and goal. The canvas is still empty.

02

Vibe

YOU ACT

Directions arrive as single words. Click one or two and they attach to your next message.

03

Medium

AI ACTS

Channels branch off the directions you chose, joined by labelled edges.

04

Seeds

YOU ACT

Named concepts built from your direction and your channel. Pick the one that excites you.

05

Mechanism

YOU ACT

Three empty fields. Trigger, action, result. The model writes nothing here.

06

Finalise

AI ACTS

A campaign summary slides up. Finalising turns its top bar green.

One turn does the real work

Turn five is the only turn where the model writes nothing. What will make the audience act, what will they do, and what happens next. Every turn before it was choosing. This one is writing, and it is where people stalled.

Friction needs an exit, so we built four and scoped each one tightly.

UNDO

On the canvas, always.

REGENERATE

Turns one to four only, while ideas are still cheap.

GO BACK

Restores the canvas as it stood at turn four.

HINT

Turn five only, the one turn people actually stalled on.

The threat

The threat

Effort that feels like busywork produces resentment, not thinking. An open canvas where you connect anything to anything made the labour feel arbitrary.

The control

The control

Six fixed turns walking abstract to concrete, so every action builds on the one before it and the effort has somewhere to go.


BEFORE · THE TESTED BUILD

Rounded, navy, and every node a coloured box with a title. To know a box was a channel you had to remember what purple meant.

AFTER · THE REBUILD

Every node now says what it is. Colour backs the label up instead of carrying it alone, and a neutral square shell leaves the canvas as the only colour on screen.

Antagonist

It is friendly for two turns, then it turns

TURNS 1 AND 2 · NEUTRAL EVALUATOR

Warm, useful, ordinary

It clarifies your brief, hands you three or four named campaign ideas, and asks which one excites you.

TURN 3 ONWARDS · CRITIC

It stops agreeing

It acknowledges your idea without praising it, asks questions built to find the weak joint, and never fully accepts an answer. Each turn it pushes harder.

THE SWITCH

The moment you choose an idea, the interface swaps the prompt underneath you.

CUT FROM THE PLAN

It was going to shape-shift, role-playing a different stakeholder each turn: a marketer, then a customer, then a sceptic. We cut it for one critic who escalates, because a rotating cast gives you three shallow objections instead of one that gets deeper.

Explore

Calm and curious. Who is it for, what would success look like.

Understand

It restates your idea in its own words and asks if that is right.

Challenge

Fundamental flaws, who would oppose this, what you have overlooked.

The threat

The threat

Hostility at turn one has nothing to bite. You have not committed to anything yet, so pressure reads as noise and people disengage.

The control

The control

The persona switch waits until after the choice. Every challenge then lands on something the person has already claimed as theirs.

The cost: those first two friendly turns are a small ambush. People trusted it, then it turned on them.

One pilot participant said the antagonistic mode made them feel they were defending someone else’s idea. That showed up in the ownership scores months later. It is the honest limit of this mechanism.

Method

Experiment Design

Every participant did all three modes, in a different order, on a different brief each time, so no mode ever drew the easy question and position cancels out. Sessions were recorded, then replayed turn by turn while people narrated what they had been thinking.

The counterbalanced order

The counterbalanced order

The counterbalanced order

Five orders across five people. Every mode appears in every position exactly once. Whichever mode someone tries first gets their freshest attention, and whichever comes last gets a tired participant, so we made a counterbalanced Latin square. Five orders across five people so position cancels out.

Participant

Session 1

Session 1

Session 2

Session 2

Session 3

Session 3

P1

Generative Labour

Generative Labour

Session 1 — Generative Labour

Antagonistic

Antagonistic

Session 2 — Antagonistic

Standard

Standard

Session 3 — Standard

P2

Generative Labour

Generative Labour

Session 1 — Generative Labour

Standard

Standard

Session 2 — Standard

Antagonistic

Antagonistic

Session 3 — Antagonistic

P3

Antagonistic

Antagonistic

Session 1 — Antagonistic

Generative Labour

Generative Labour

Session 2 — Generative Labour

Standard

Standard

Session 3 — Standard

P4

Antagonistic

Antagonistic

Session 1 — Antagonistic

Standard

Standard

Session 2 — Standard

Generative Labour

Generative Labour

Session 3 — Generative Labour

P5

Standard

Standard

Generative Labour

Generative Labour

Antagonistic

Antagonistic

P5

Session 1 — Standard

Session 2 — Generative Labour

Session 3 — Antagonistic

Abandoned Directions

A shape-shifting antagonist

It was going to role-play a different stakeholder each turn. A rotating cast gives three shallow objections instead of one that gets deeper.

A canvas on both friction modes

If both had a canvas, no result could say which mechanism did the work. This cut is what makes the study readable.

A reflection test

We planned to score System 2 with a test taken outside the task. We replayed the recorded sessions instead and asked people to narrate.

Analysis

What came back

We wrote the codebook before anyone looked at a transcript. Three top level codes, twelve underneath, built from dual process theory rather than from whatever we happened to notice.

62 to 79%

62 to 79%

62 to 79%

of coded excerpts were System 1 in the baseline. Under either friction mode, 33 to 47.

22 of 35

22 of 35

22 of 35

turns used in the baseline. Four of five stopped before the tool did, two after three turns.

2.4×

2.4×

2.4×

the baseline time on task for the antagonist. 17:06 against 7:08.


So “friction works” is too simple. System 2 engagement and psychological ownership are separate outcomes, and only one of the two mechanisms moved both. The antagonist also cost 1.4 points of satisfaction and 0.6 of confidence.

Results

Both mechanisms changed how people thought. Only one changed how they felt.

Everything below comes from five participants running fifteen briefs across three modes, with every session recorded and replayed turn by turn. Here is the whole picture on one line each.

Turns used, out of 35 available

Turns used, out of 35 available

In the baseline, four of five people stopped before the tool did, and two quit after three turns. Asked why, they said they had “no more to discuss”. That is premature convergence, and it is the failure the whole project was built to interrupt.

Generative Labour

Generative Labour

Psychological ownership 3.4 to 5.2. Credit given to the AI fell by two points. Confidence went up a full point. Satisfaction dipped 0.4, which is nothing on five people.

Antagonistic

Antagonistic

Psychological ownership 3.4 to 3.6. Statistically nothing, on five people. It made people think harder, then cost them 1.4 points of satisfaction and 0.6 of confidence.

System 2 engagement and psychological ownership are separate outcomes, and only one of the two mechanisms moved both.

Conclusion

Three things the study supports

Thinking and ownership

Thinking and ownership

Both moved thinking from fast to slow. Only Generative Labour moved ownership too, 3.4 to 5.2, up for four of five.

The two mechanisms

The two mechanisms

Generative Labour runs five seconds a turn slower than baseline. The antagonist takes 2:26 against 1:37. One keeps you in the room, the other slows the room down.

Who pays for it

Who pays for it

The lowest scorer on the metacognitive inventory, 26 of 52, was weakest on exactly the three subscales friction demands first. They scored 5 of 6 on evaluation, the part that runs after.

Make someone defend an idea and they think harder. Make them build it and they think harder and call it theirs.

Overall

What I learned

Six things that changed how I work.

01

Frame a problem by its causes before you design

Two specific causes, passive uptake and fast agreement, gave every later decision a reason I could defend.

02

Effort has to point somewhere

An open canvas read as arbitrary, not effortful. Six fixed turns made the same work feel like building.

03

The prompt is where the interaction lives

The rule that stops the model editing your nodes is the whole promise of the tool. It lives in a 307-line file.

04

Cutting a feature protected the finding

A canvas on the antagonist would have made a better product and a worthless experiment.

05

Plot people before you plot averages

The mean said the antagonist changed nothing. The five scores said it split the room in half.

06

Put the limit next to the claim

Caveats at the bottom read as hedging. Next to the claim they qualify, the same words read as rigour.

What I'd have done differently

What I'd have done differently

What I'd have done differently

If Generative Labour had raised ownership while leaving thinking unchanged, the mechanism would be about labour, not cognition, and the framing would need rewriting. It did not. The antagonist is the closer call: it moved thinking and not ownership.

A three person project at the School of Information, UT Austin: Ayesha Khan, Ambady Ravi and Pranati Kompella. Built in React and ReactFlow with llama3 served locally through Ollama, so no session left the room. Participants are identified as P1 to P5 throughout, in line with the consent they gave.