Sean Rintel
Sean Rintel Collaboration & AI Researcher
Brisbane, Australia

Sean Rintel

I study how people collaborate using technology,
and turn those insights into things that matter.

100+ Publications
12 US Patents
6× Hackathon Wins
7× Paper Awards

I live and work in Brisbane, Australia, on the lands of the Turrbal and Yuggera peoples.

The richness of collaboration technology lies in its adaptability to purpose, not its fidelity to reality.

The same holds for AI. Models will keep getting more capable, but what will matter most for collaboration is AI that adapts to what people intend.

I study what people actually do when they work together through technology: the practices they build around the features, such as how they manage attention, deal with trouble and make sense of things together.

This question led me to Microsoft Research, where I studied hybrid meetings, telepresence robots, avatar communication, and the pandemic's impact on meetings.

More recently, my work has turned to a question about AI: How should Generative AI support human collaboration, without undermining the thinking that makes collaboration valuable?

The work has moved from communication research, through collaboration design, to protecting people's thinking from the unintended costs of AI. Along the way it has informed Microsoft Teams features, 12 US patents and the New Future of Work reports.

More Background

What I work on

My research develops knowledge, best practices and experiences that enable human agency, support creativity and collaboration, and ensure equitable participation. At Microsoft Research I was part of the People-Centric AI team in Cambridge UK. My most recent projects there included Tools for Thought, on how to help people think and collaborate better with AI, and the Intentional Meetings workstream, on evolving purposeful meeting systems, behaviours and cultures with generative AI.

I ran cross-org initiatives and shaped strategy. I put a lot of energy into making research legible to the people who can act on it, whether a product team, an executive audience or the public. The New Future of Work reports I helped create are read and cited in industry and policy discussions.

I am involved with the Australian Research Council Centre of Excellence for Quality Work in the Digital Age.

How I work

My background is in qualitative sociology. Since then I've used and managed a wide range of methods to understand how people's communicative choices interact with designers' technical ones. I'm also exploring how AI can augment research sensemaking, and how vibe-coding is changing research practice. I've mentored researchers, postdocs, and students at all levels, and worked closely with product, design, and policy leads.

Conversation Analysis Ethnography Ethnomethodology Design Research Field Studies Interviews Lab Studies Mixed Methods Surveys Technology Probes Telemetry

Research to Product

I have co-led research that transferred to Microsoft Teams (Companion Mode, Spatial Audio). I've delivered evidence-backed decision presentations and prototypes, and managed initiatives to present those of others, to shape the Teams meetings strategy. I've shipped AI-driven experiences both internally and as open source (such as Promptions to help users steer AI). As part of the Tools for Thought project, I've delivered educational presentations on AI usage to multiple organisational groups.

Employment

2014–2026: Senior Principal Research Manager, Microsoft Research, Cambridge UK.

2010–2014: Lecturer in Communication, The University of Queensland, Brisbane, Australia.

Education

PhD in Sociology, University at Albany, SUNY. Chaired by Professor Emerita Anita Pomerantz.

MA English, The University of Queensland.
BA (Hons) English, The University of Queensland.

Research Map

All publications

Hover over a dot for details, and click to open the paper.

Communication

From IRC to Videocalling

People orient to the expressive possibilities of technology.

My research on how strangers manage interaction on Internet Relay Chat established an approach I still use: close analysis of how people actually interact through technology, rather than how they say they do.

This conversation-analytic method revealed that even in the simplest text-based chat, people construct sophisticated social practices: openings, turn-taking, and recovery from ambiguous silences. These practices are people's own achievements, made through the technology.

The same method revealed how long-distance couples opportunistically use video-calling glitches as relational resources, how domestic soundscapes can be instrumentalised for ambient awareness, and how membership categorisation works as embodied social action.

IRC conversation analysis extract Video-calling conversation analysis extract
Close analysis of interaction, from IRC text to video-calling couples.
Crisis Memes paper figure Fail Pets paper figure
Crisis memes and fail pets: vernacular genres where people retool templates and brand mascots into expressive, communal resources.
Templates, Mascots, Memes

The same pattern holds beyond one-to-one interaction: people repurpose the expressive affordances of technology to make meaning together.

My work on crisis memes showed that the templatability of image macros is what makes them central to internet culture and freedom of expression: people take a shared visual frame and rework it for their own situation, turning private feeling into public, remixable commentary.

A related study of fail pets traced how error screens evolved from terse alerts into whimsical brand mascots, a small design move that turned moments of failure into chances for empathy, humour and brand identity.

In both cases, technology offers a frame and people work out together what it means.

For design, this means studying what people do with technology, which rarely matches what they say they do, and designing for the practice, with features in its service.

Collaboration

Remote & Hybrid Collaboration

Collaboration is built from social practices, and AI has to support them.

People talk collaboration into being. They negotiate who speaks, who's paying attention, and what the interaction means.

Across 30+ papers on meetings, hybrid work, and telepresence, the same patterns recur:

  • Embrace asymmetry in collaboration technologies. In Hybridge, giving remote and in-room participants different interfaces (individual displays around the table for in-room, a 3D digital twin with seat-and-viewpoint agency for remotes) closed the co-presence and agency gap that conventional symmetric video calls cannot. Inclusion came from fitting each side's needs, rather than making everyone look the same.
  • The meeting shapes what happens in it. In Meeting (the) Pandemic, videoconferencing fatigue was found to arise because tools were designed around steady-state assumptions and a taken-for-granted balance of task and social work. When the rest of the workday collapsed into meetings, that balance broke down. Designs need to support social connection as well as getting work done.
  • Make space for social time. In Making Space for Social Time, we showed that traditional videoconferencing skips the conversational transitions (the small talk before, after, and around meetings) that carry collegiality and productivity. The CT-Space prototype used spatial and temporal metaphors, spatial audio, and visible group clustering to restore these transitions without requiring all-day connection. Conversational transitions should be a standard requirement for videoconferencing.
  • Telepresence is as much a social problem as a technical one. A ten-paper program on mobile robotic telepresence at MSR found that workplace adoption fails when robot affordances mismatch workplace social practices. VROOM showed that asymmetric mobile robotic telepresence capabilities can enhance the sense of a remote person's belonging to a space.
  • Freelance platforms create management work that nobody accounts for. Two studies on corporate employees hiring via freelance platforms (Stuck in the Middle and Invisible Work) found that hirers must absorb significant transaction costs the platform was supposed to eliminate, while freelancers perform extensive coordination and relationship work that is structurally invisible to the platform and therefore unrewarded. The burden on both sides comes from the platform's design.
Hybridge: spatial inclusion for remote participants in hybrid meetings Perspectives: inclusive and equitable hybrid meeting experiences CT-Space: conversational transitions before, during, and after video meetings VROOM: virtual robot overlay for online meetings
Hybridge, Perspectives, CT-Space, and VROOM: prototypes that give remotes spatial presence around the table, restore the conversational transitions that meetings normally skip, and give telepresence robots a meeting-grade face.
(Re)Configuring Hybrid Meetings

Meeting design must be meeting-centred, not user-centred.Best Paper

Hybrid meeting breakdowns come mostly from mismatches in the meeting ecology, the interplay of practices, technologies and spaces, more than from individual interface failures. This reframing shifts design from fixing individual interfaces to supporting the meeting as a whole.

(Re)Configuring Hybrid Meetings, CSCW

Spatial audio in video meetings

Spatial audio makes video meetings feel more like sharing a room.Hon. Mention

In a 75-person experiment, spatial audio made conversations feel more interactive and more like sharing the same space, by restoring the sound cues people use in person to tell who is speaking.

Hear We Are, CHIWORK

Multitasking analysis

Multitasking follows how meetings are set up.Hon. Mention

In telemetry from a global technology company, about 30% of meeting attendances involved sending email during the meeting, more often in long, large, recurring and morning meetings. People multitasked to catch up or when a meeting seemed irrelevant to them, and some said it helped.

Large Scale Analysis of Multitasking, CHI

Parallel chat in video meetings

Parallel chat is powerful and perilous.

The text chat alongside video meetings creates a secondary channel that enables inclusion (quiet participants speak up) but also division (side conversations fracture attention).

The Promise and Peril of Parallel Chat, CHI

Avatars & Extended Reality

Realism matters less than people expect.

Four studies on avatars and 3D video in meetings show that representation choices shape mood perception, evaluation, and inclusion in ways that pure fidelity does not predict.

  • Cartoon faces can outperform realistic ones over time. In a two-to-three-week HoloLens 2 field study, realistic avatars raised expectations their animation could not meet, producing more mood-perception errors than cartoon avatars. Words, tone, and movement mattered more than rendering style.
  • Avatar evaluation depends on ecological validity. In AR experiments with simulated facial-animation noise, higher ecological validity shifted judgement away from noise parameters and toward empathy and gender biases. Claims about "acceptable" avatar quality need to control for context, culture and character, which we call the Triple C.
  • Spatial 3D video drew attention but felt less comfortable. In An Equal Seat at the Table, we placed webcam-derived 3D video of participants in a shared virtual meeting room: attention and co-presence improved over the grid, but the grid still felt more comfortable and professional. Familiarity is itself a design constraint.
  • Head movement drives avatar effectiveness. In an all-avatar videoconferencing study, webcam-driven avatars that nodded naturally produced better meeting outcomes and higher satisfaction than audio-driven or static avatars. Natural motion did more for credibility than rendering detail.
Avatars in mixed-reality meetings: realistic vs cartoon facial likeness Ecological Validity and the Evaluation of Avatar Facial Animation Noise An Equal Seat at the Table: 3D video in shared spatial context
Realistic vs cartoon avatars in mixed reality, avatar facial-animation noise in AR, and 3D video in a shared virtual meeting room.

Tools for Thought

The Problem

The features that make GenAI productive can also erode the thinking that makes work valuable.

Generative AI is changing knowledge work quickly, and the important question is what it should do. My research finds a tension. The fluency and speed that make it productive can also erode the critical thinking and intentionality that make human work valuable.

AI tools should keep people thinking, by helping them monitor their own reasoning.

For design, this means AI interfaces that leave room to check, question and take responsibility for the work, as well as speed it up.

Tools for Thought Venn diagram: Working With Purpose × Thinking By Doing
The Tools for Thought framing: AI that helps us figure out the job as well as do it.
Critical thinking and GenAI study

GenAI makes thinking feel easier.157K+ downloads

In the most downloaded CHI paper in the ACM Digital Library, we surveyed 319 knowledge workers and found that higher confidence in GenAI is associated with less reported critical thinking, while higher self-confidence is associated with more. GenAI shifts critical thinking toward verification and stewardship rather than generation. AI interfaces must build in moments to question, so acceleration doesn't carry users straight past them.

The Impact of Generative AI on Critical Thinking, CHI

Metacognition brain illustration

Metacognition is both the demand and the opportunity.Best Paper

Using GenAI well requires monitoring your own thinking (knowing when to trust output and when to question it). That cost is also an opportunity. Design interfaces that scaffold this reflection: show confidence signals, build in checkpoints, make alternatives visible.

The Metacognitive Demands and Opportunities of Generative AI, CHI

Ironies of generative AI

The "ironies" of GenAI parallel classic automation failures.

Drawing on Bainbridge's ironies of automation, we showed that GenAI can reduce productivity through over-reliance, loss of skill, and misalignment between user intent and AI output. The solution lies in better interaction design that keeps humans in the cognitive loop, rather than in more or less AI.

Ironies of Generative AI, IJHCI

The pervasive problems of ineffective meetings
Lack of intentionality is the persistent meeting problem motivating a research program that follows the meeting lifecycle.
Meeting Intentionality

How can Generative AI help people reflect on meeting goals?

Meetings often run without a stated purpose, and that makes them harder to run well. Our work studies meeting goals empirically across the whole meeting lifecycle: before, during, and between meetings.

GenAI is well-suited to this. It can surface goals that people haven't articulated, by asking questions organisers rarely think to ask themselves. It can prompt reflection at the moment when action is still possible. And it can carry intent across sessions, so goals accumulate rather than evaporate. The risk is that the same fluency that surfaces intent can also substitute for it. Our designs treat GenAI as a prompt for human thinking, not a replacement.

Stated goals also help twice. They make plans clearer and follow-through better, and they give AI systems a record of intent to use across sessions, instead of guessing the purpose from scratch each time.

Mental models of meeting goals

FoundationsMental Models of Meeting Goals

The formative study underpinning the program: how organisers and participants mentally model meeting goals, and what intentionality support would have to look like to fit those models.

Mental Models of Meeting Goals: Supporting Intentionality in Meeting Technology, CHI

Field experiment overview: 361 employees, 7196 meetings

Before meetingsNudging Attention to Workplace Meeting GoalsCHI 2026

A preregistered field experiment with 361 employees across 7,196 real meetings. Two weeks of brief goal-reflection questions left both groups clearer about meeting goals and better at communicating them. Adding a prompt before each meeting brought no further measurable gain.

Nudging Attention to Workplace Meeting Goals, CHI

What Does Success Look Like? Prospective reflection prototype

Before meetingsWhat Does Success Look Like?

An AI-assisted prospective reflection tool that helps organisers articulate success conditions before a meeting begins, catalysing intentionality at the moment plans are still malleable.

Catalyzing Meeting Intentionality with AI-Assisted Prospective Reflection, CHIWORK

CoExplorer adaptive meeting interface

Before & during meetingsCoExplorer

A GenAI-powered adaptive interface technology probe spanning planning and running video meetings. Used as a generative design vehicle to surface what intentionality support could look like across the lifecycle.

The CoExplorer Technology Probe, DIS

Are We On Track? AI-assisted goal reflection

During meetingsAre We On Track?

Active and passive AI-assisted goal reflection helps participants recalibrate mid-meeting without disrupting flow. Deployed as a technology probe inside Microsoft.

Are We On Track? AI-Assisted Active and Passive Goal Reflection During Meetings, CHI

Chain of intentionality across meetings

Between meetingsTemporal Work Across Meetings

Interfaces that use Generative AI to scaffold the connective work people do between meetings: tying threads forward, surfacing unresolved goals, and making the gap between sessions productive rather than lost.

Designing Interfaces that Support Temporal Work Across Meetings with Generative AI, DIS

Innovation & Translation

Research that reaches products and patents.

12 US patents and 6 Microsoft Hackathon wins (1 Grand Prize, 4 Firsts, 1 Second).

Product Feature

Microsoft Teams Companion Experiences: Meetings are easier when your computer and phone can work together

Teams meetings used to force a choice: join from your computer or your phone, not both. Companion Experiences removed that constraint. Join on your PC and use your phone to share live video, show your screen, remotely advance slides, or move your audio and camera between devices (without conflicting audio streams or a second meeting join). How to join on a second device

What it does and how it got there
Presenting live video from a phone in a Teams meeting Sharing the phone screen in a Teams meeting Remotely controlling PowerPoint from a phone

Present live video or photos. Remote participants get a view of your physical surroundings (a whiteboard, a product, a space) by joining your phone as a companion device and sharing live mobile video or photos displayed on your computer screen.

Present your phone screen. Share mobile apps or phone-only content directly into the meeting, or project your phone locally to the meeting room without remote participants seeing it.

Remote-control PowerPoint. Advance slides from your phone while presenting from your computer (useful when you need to move around the room). Multiple presenters can independently review the deck and request control, cutting the time gaps in handoffs during Q&A.

Switch devices without rejoining. Toggle your video, speaker, and microphone between devices in any combination as you move. No disconnect, no second audio stream.

The project began as Skype Unleashed, a 2015 Microsoft Hackathon entry (a vision video showing what calling could look like if a phone and PC worked in concert rather than competing). It won the Business category. The team spent two years building a working prototype called Project Wellington, which joined Brian MacDonald's early Microsoft Teams incubation. Features were announced at Build 2017 and Enterprise Connect 2018, where Teams took the top prize.

The Companion Experiences team
"I was showing the whiteboard through the phone to the remote participants. It genuinely helped the course of the meeting." — L., Microsoft UK Marketing and Operations

The multi-device meeting research behind this project contributed to three US patents: Companion Devices for Teleconference (granted 2022), Enhanced Joining Techniques for co-located device detection (granted 2021), and Proximate Resource Pooling for AV resource sharing across nearby devices (granted 2017).

Open Source Feature

Promptions: If You’re Building UI for AI, Give Users the Power of Choice

Most AI interfaces put the burden of exploration on the user: write a prompt, get a response, guess at a better prompt. Promptions inverts this (it generates contextual UI elements: radio buttons, checkboxes, toggles) so users can explore variations of the AI's response without rewriting anything.

It is open source: clone the repo on GitHub or see more on AI Foundry Labs.

How it works and what it’s built on
Promptions and a standard AI interface, side by side

The standard AI interaction loop puts all the steering work on the user: you write a prompt, interpret the output, then try to refine your wording to get closer to what you wanted. A recurring frustration in user research: "I have to do so much work around my prompt to give it the context, point it to the tone, and a lot of times I'm repeating those same things."

Promptions breaks that loop. When you submit a prompt, the system generates a small set of contextual options alongside the response (controls specific to what you just asked, not generic settings). Adjust a toggle or pick a radio button and the response updates immediately. Users in early studies found it surfaced possibilities they hadn't considered: "It generated options that were things I would maybe assume the system couldn't handle."

Promptions system model: option module, rendering engine, chat module

Inside, an Option Module ingests the prompt and conversation history and outputs a structured set of options. A rendering engine turns those into inline UI controls. The Chat Module incorporates the selected options as grounding when generating or regenerating the response. Changing a control reruns the Chat Module immediately (no re-prompting required).

Promptions is grounded in CHIWORK 2025 research on dynamic prompt middleware. It ships as a TypeScript monorepo for React and Fluent UI applications with OpenAI integration. Invented by Ian Drosos (past Microsoft Research Resident) with Jack Williams, Advait Sarkar, Nicholas Wilson, Payod Panda, and Sean Rintel (a collaboration between the Tools for Thought and ENCODE projects at Microsoft Research Cambridge).

12 US Patents

These patents and prototypes came out of the research. Meeting-centred design led to spatial hybrid meeting systems, avatar and telepresence research to personalised animation and companion devices, and robotic telepresence to multi-endpoint mixed reality.

Hybrid Meeting Systems

  • Collaborative System: spatial hybrid meetings with avatar-equipped displays and digital twinsgranted 2025
  • Established Perspective UI: spatially consistent seating in video meetingsgranted 2023, 2025
  • Simulated Choral Audio Chatter: crowd audio for virtual event atmosphere2024

Extended Reality & Avatars

  • Multi-endpoint Mixed-Reality Meetingsgranted 2022, 2024
  • Headset Virtual Presence: headset-controlled avatars with emotional expressiongranted 2023
  • Personalized Avatar Animation: few-shot ML model for audio-driven avatar movement2025

Interaction & Input

  • Computing Device Headset Input: headphones as a general-purpose input devicegranted 2023
  • Semantic User Input: context-aware gesture-to-action mapping2023
  • Mixed Reality Workflow Generationgranted 2025

Multi-device Collaboration

  • Companion Devices for Teleconferencegranted 2022
  • Enhanced Joining Techniques: co-located device detectiongranted 2021
  • Proximate Resource Pooling: AV resource sharing across nearby devicesgranted 2017

6× Microsoft Hackathon Winner

Promptions hackathon
2024
Promptly 2nd place

Dynamically-generated UI for AI: everyday, any purpose, anywhere. Now Promptions on AI Foundry Labs.

Inclusive Avatars in Mixed Reality
2021
Inclusive Avatars in MR Grand prize

Teach your avatar to move like you, using few-shot training.

LinkedIn Career Classroom in Microsoft Teams
2019
LinkedIn Career Classroom 1st place

Connecting children from anywhere to career role models.

MILC: Mobile Intelligent Lenses
2019
MILC 1st place

Mobile Intelligent Lenses for everyday Mixed Reality at work.

TACTILES hackathon: tangible cloud intelligence
2017
TACTILES 1st place

Tangible Active Cloud Intelligence: making the cloud a conversation.

Skype Unleashed / Companion Experiences
2015
Skype Unleashed 1st place

Surface Hub cross-device patch-panel UI. Productized as Companion Mode in Microsoft Teams. Garage Wall of Fame.

What's Next

Next: AI that supports what people intend.

Generative AI is now in most collaboration tools, and most of it is built to make things faster. My research suggests asking a different question.

Did the AI help you think more clearly about why you're doing this?

Design Principles

  1. Treat the medium as a participant in its own right. Communication technologies shape what counts as presence and contribution. Because the channel shapes what happens, study the practices that grow up around it.
    In practice
    • AI narration is a social act. When AI produces a summary or an action-item list, it creates an authoritative account that shapes who is held accountable: some contributions get foregrounded, others quietly dropped. Design for visible narration choices, and let participants co-author the AI's account of what happened.
    • AI uptake reproduces who counts as a speaker. ASR and language models trained on majority speech systematically under-transcribe accented, overlapping, or quiet voices. When AI hears some people better than others, the medium decides who counts as a participant. Audit AI uptake with the rigour you already apply to interface accessibility.
  2. Embrace asymmetry. People arrive at a meeting from different bodies, devices, situations, and positions of power. Equal participation comes from tailoring affordances to each person's situation.
    In practice
    • AI models the meeting from a single vantage point. Most meeting AI produces one account, as if no one in particular authored it. But a meeting is lived differently by the host, by remote participants, and by those with less power, and one account privileges a single perspective while appearing objective. Design AI that can take a stated perspective, or lay several accounts side by side.
    • Personalization is not individualization. AI that learns your preferences is tracking past behaviour, which reveals little about your structural position in the room. A remote participant differs from a collocated one by role and access rather than taste. Adapt AI to role and context, treating preference history as only a weak signal.
  3. Put intent and process ahead of output. Help people think about why before optimising how; speed without purpose just produces faster noise. Goals should persist across sessions as named artifacts, legible to people and AI alike.
    In practice
    • Surface the intent layer before the generation layer. AI that jumps straight to output skips the most valuable step: making intent explicit. Ask users to say why they want something before it generates anything. That articulation is cognitive work worth supporting in its own right, and users who author their intent get more useful outputs and feel more ownership of them.
    • Distinguish AI-assisted articulation from AI-substituted articulation. Helping you find words for what you already intend is a different thing from proposing new goals on your behalf. The first is assistance. The second quietly trains people to accept AI-generated intent. Make assistance the primary mode, and treat any AI-proposed goal as scaffolding to own and revise.
    • Treat goals as persistent artifacts. AI that forgets a meeting's goals when the session ends treats intent as ephemeral, but goals are durable commitments. Keep them across sessions and visible to everyone, so AI can refer back to them over time.
  4. Scaffold metacognition and calibrate confidence. Using GenAI well means monitoring your own thinking: knowing when to trust output and when to question it. That is hard, and a design opportunity. Build interfaces that help users calibrate trust and resist treating fluency as authority.
    In practice
    • Fluency gets mistaken for authority. GenAI produces polished output regardless of accuracy, and people read well-written as correct. Counteract that: show where a claim comes from, and mark uncertainty in the interface itself rather than burying it in a disclaimer.
    • Design for productive scepticism. Disclaimers and confidence scores inform consent, but they don't create active doubt. Build moments that make people think, such as asking them to predict an answer before AI shows one, or flagging when its output has changed since last time.
    • A heavy verification burden is itself a design failure. When checking falls entirely on users, it disadvantages those with less expertise or time. Make it tractable: link claims to their sources, and flag which outputs are high-stakes enough to be worth checking at all.
  5. Enable thinking by doing. Insight rarely arrives before action. It emerges through making and revising. AI tools should treat externalisation as the work itself: lower the cost of producing rough, provisional things so people can think through artifacts, not only about them. Reversibility matters more than first-try fluency.
    In practice
    • Treat the first AI output as a provocation. "Generate, then edit" treats AI output as 80% done, but seeing a response anchors your thinking to its structure. Have AI open the possibility space first, with alternatives and counterproposals, before narrowing it. Its first job is discovery, and production only after that.
    • Make AI outputs structurally reversible. If AI makes experimentation cheap, make undo and branching cheap too. Design AI interactions as explorations with clear return paths, where committing takes more deliberate effort than exploring.
    • Design AI for dialogue about the task. AI is most useful when it helps you work out what to argue and what to leave out, before it writes anything. Support that conversation up front: ask what the group is trying to do, and what would count as success.
  6. Design for meaningful shared attention. A firehose of notifications does not add up to collaboration support. As AI becomes a participant in shared work, interfaces should cultivate sustained attention instead of competing for it.
    In practice
    • Distinguish AI-generated urgency from human-generated urgency. AI notifications create synthetic urgency that can override priorities the group negotiated. A person raising a point exercises judgment. AI flagging drift is just executing code. Design AI that reads the room before intervening, weighing more than its own relevance.
    • The unit of attention is the whole meeting. AI optimised for one person's attention fragments the group's shared focus. Design at the group level: ask what everyone needs to see together.
    • Design for attentional recovery. Most AI features compete for attention. The harder and more useful problem is helping people return to shared focus after a drift or tangent.